Knolls and Pirates

Milo Threefingers was approached by the Forkshire city guard regarding rumors that Knolls have been attacking ships on the river North near Duncan’s Wood.

Two adventures were asked to investigate the rumors, Dryden the Bladeless pilgrim, and Chester Weatherton the wizard volunteered.

The pair, with Dryden’s disciples in tow made their way along the river toward the Duncan’s Wood. They came to a small village with an inn, but decline to make use of it and decided to camp for the night. Before doing so Dryden politely offered to battle Chester in some night combat. The battle was one sided to say the least.

In the middle of the night, Dryden was awoken by one of disciples for a disturbance. Coming from the river was a giant crab. Dryden killed it and gave it to his students to cook. Chester found a hot meal for his belly when he awoke. In the morning Dryden ordered his students to construct a raft so they could cross the river to Duncan’s Wood. Dryden is frugal and won’t pay for anything that he can do “himself”.

By mid-afternoon the raft was built and the party made way to cross, shortly after an unidentified vessel was spotted. Dryden convinced that battle was to be had, convinced Chester that they should check it out, just in case they were pirates. As they approached, Dryden inquired about the crew’s pirate status and was met with an arrow for a response. At this, the party attacked the ship. Dryden was knocked unconscious and Chester ended the situation by casting Thunderwave and knocking all but the ship’s captain overboard. “Take what you want, you pirates!” shouted the ship’s captain. That is when the party realized that there had been a big miscommunication, each thinking the others were pirates. After that got sorted out, the captain gave the party a ferry over to the opposite shore.

Once they were standing on the edge of the Duncan’s Wood, the adventurers began looking for signs of Knolls, but found only deer trails. Using the trails, the team was able to plunge deeper into the wood. After a while Chester heard sounds of wolf-like calls and Dryden swiftly ran ahead to scout the situation. Chester followed cautiously with the disciples. What they found were two Knolls on a stroll, Dryden ambushed them by dropped down from a tree, knocking one down. Then just as quickly, Chester cast two Ray of Frost spells, ending the conflict before it started.

From there, the heroes were able to track the Knolls’ hideout. The hideout was in a cave with two separate entrances. Dryden and Chester decided to split up so they could “Do more damage”. This plan was terrible. Both encountered numbers too large for them to handle on their own, though they did do some damage. Together they were able to escape the caves and find a secluded place in the forest to lick their wounds.

The next morning they combined their forces and entered the caves ready for a fight. This time however, the Knolls challenged Dryden to one-on-one unarmed combat, at battle that Dryden easily cleared. This victory earned the respect of the other Knolls and they led the party through their dwelling to their leader.

The Knoll chief parlayed with the group and explained that the Knolls were desperate to escape the Duncan Wood and cross the river because there was a powerful force gathering to the West. The nature of this force still remains a mystery, due to the language barrier. Dryden promised the Chief that he would find a peaceful way to get them across the river, and that they would head West to investigate the source of this power that scared the Knolls.

Negotiations ended, the Knolls led the adventurers to a part of the caves they had blocked off. What looked to be a dilapidated home for some type of small creature. Within they found a number of items of monetary worth, which they took as treasure.

After leaving the cave they made way back to Forkshire, acknowledging that they had resolved the primary point of their mission.


  • Milo was appraised of the situation, who claimed the mission was accomplished. He said he would look into finding passage for the Knolls.
  • The contract awarded each agent 350dkts
  • The goods taken from the caves were sold for 200dkts
A Map in the Ruins

Milo Threefingers called a briefing in the Lifted Tankard having been asked to find a map hidden in a library in an old ruin near the Midnight Wood.

The job called for two people, Lysander Quickburn the wizard and Desade the cleric of Xram volunteered to go. They were given a map to the ruin and a requisition order for two horses.

When the two came to the stables they found the mares held for their use to be wanting, but reluctantly they made use of them. Leaving right away, the pair of adventurers made their way up river until nightfall when they made camp.

Their rest was interrupted by a curious giant crab, whom woke Desade in his slumber. Quick was able to sustain a little more rest as the conflict developed. Desade put up a fight using his illusions and rapier, but crab was not daunted and called companions to his aid. This is when Desade made special effort to stir his slumbering wizard ally. The fight became two on three, after a bit of confusion involving an illusion of a bear that was meant for the enemy, but instead confused Quick. The battle was hard fought and Desade came into mortal peril, but with the help of Lysander and 12 hours of rest, was able to pull through. Crab meat stew was heartily enjoyed afterward.

After being waylaid by nefarious crabs, the duo made the second leg of the journey to the ruins. Upon finding the structure containing their bounty, they also discovered a Knoll scouting the area. Using the element of surprise, and no small amount of magic, to their advantage they handily defeated the foe, but not before he called out to his pack. Figuring that the Knolls would assume the danger came from a protector of the ruins, they made their way inside and hoped they would be too fearful to follow suit.

The ruin proved to be a simple military outpost dating even farther back than the Great Civil War. Inside they found a barracks, a Mess Hall, and Officer’s Quarters with a connected library. There was also an armory, but the door proved too strong for either Desade or Quick to penetrate. After searching what they could, they found a surprising amount of loot.

In the library they found many interesting books all written in Old Royhaarian and three maps. One depicting ancient routes and locations in the Terotatian Ocean, an other depicting Verdacia as it existed hundreds of years ago, and the last depicting what the adventurers assumed to be old military outposts and tactical assets.

When the pair finally made to leave they could hear evidence of their Knoll friends above them at the entrance of the ruin. Desade was able to sneak his way up to them without being noticed and with guileful magic convince them that more meaningful prey lay farther up on the nearby hill, thus creating an opening for he and Lysander to make their escape.

The team, having spent longer on the task than they had anticipated, and somewhat fearing the cretaceous dangers that lurk along the river, decided to ride through the night back to the Lifted Tankard in Forkshire. Upon arriving they returned the horses, for which Lysander was able to get a return on payment.


  • The client wanted the map presumably containing the locations military interest.
  • The remaining two maps were sold to Milo, and now adorn the walls of the Lifted Tankard.
  • The adventurer’s were each given 150dkts payment for services rendered.
  • The following loot was recovered:
    Monocle of Detect Magic
    Rings of Mage Hand
    1 scroll of Create Water
    1 scroll of Prestidigitation
    1 scroll of Light
    58 gold coins of old currency
    a few books recovered from the officer’s library
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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