Guardians of the Past

28th of Tarsakh 1364 The Year of the Wave


Arising at dawn the travelers are set upon by five non-human skeletons armed with black scimitars. Tellazar strikes first on these vile creatures. Whitlowe proves his mettle as a warrior and handily dispatches one of the creatures with his first swing. Not to be outdone, Corthen destroys another. When the dust settles, all of the party has proven themselves to be quite competent in battle. Saedellas grab one of the skulls as a trophy and so he might be able to have someone identify what the party just fought. The group heals up as best they can, then roll up the scimitars and press onward.

After a couple of hours they find a trail headed west into higher elevations. They later find out that this trail leads to Fang Rock Tower. Later in the day the party comes to a small town with a wooden stockade, a dry moat and a drawbridge. This town is called Trail Ridge. Tellazar pays the copper tolls to enter the town. The guards ask them their business and when they inform them that they are adventurers, the gate guards tell the party that Mayor Edmar may wish to hire them. The guards tell the fledgling group to check the Light and Lantern Inn or go by the town council house.

They head over to the town council house and find Mayor Edmar. He says that several days ago, a work group headed by Delea the White, a mage, went to Trail Ridge Tower to do an upgrade on the beacon network. Last night, her familiar brought a note that there were bandits in the tower. He asks the group to clear the bandits out and rescue Delea and her work crew as well as the tower staff. The pay offer is 1800 gold pieces total to clear the bandits out of the tower and 200 gold pieces per person they rescue. The tower is manned by priests of Oghma and has six other staff members normally. Delea’s party consisted of a dwarf named Haril and five human mercenaries and is guided by a ranger named Shaador. Delea was hired by Silverymoon and Everlund to upgrade the towers by casting her spells of light on the foci. Her party was using ten mules and Shaador’s black horse. The mayor also tells them that the tower has a total of four levels and it is of dwarven construction.

The mayor loans out five horses and a pony to speed up the trip. Silvaris and Corthen get five white cloaks to help them blend into the snowy terrain of the mountain. While they are out, a man on the street tells them that his friend Thinrock saw a man on a dragon land at the tower.

Having left town and have been on the trail up the mountain side a while, Silvaris notices something off the trail up ahead and thinks it may be signs of an ambush. The riders dismount and lead the horses. Corthen thinks something is odd over off the trail. Kazlar finds five human corpses stripped and covered in scrub brush. Two of them appear to have died of fear.

The group hides the horses and makes camp. It is a foggy night and Tellazar believes he sees a campfire through the fog. The adventurers set up the same watches as the previous night and it passes uneventfully.

27th of Tarsakh 1364 - The Year of the Wave

The new friends set off on foot on their journey south to Everlund. Leaving Silverymoon the group’s journey should take several days to travel the road up through the mountains. The warriors Corthen and Whitlowe lead the party dressed in their armor. Tellazar the mage and Saedellas the servant of Corellon follow and Kazlar of Tempus and Silvaris the elven rogue pulling up the rear.

After a long uneventful day of travel, they proceed to set up camp. At the site they choose, they find the bones of a person long since passed away. Whitlowe finds a rusted long sword and 6 tarnished silver pieces plus a tarnished silver medallion depicting a rose surrounded by rays of the sun, which they later find out is a holy symbol of Chauntea. The travelers bury the bones and the long sword and then Kazlar says last rites for the fallen. All in all, they have traveled about 15 miles this day. The group sets watches for the night. Kazlar and Tellazar are on first, Corthen and Saedellas on second watch, and Whitlowe and Silvaris on the last watch.

26th of Tarsakh 1364 -The Year of the Wave

The young moon elves Saedellas and his friend Silvaris are at their usual spot at the Owl and Dagger Tavern in Silverymoon. They notice several strangers enter the tavern and decide to strike up a conversation with the group. The two elves approach the two humans, an elf and a gnome seated at a table. Introductions are made and Saedellas buys a round of drinks. The quiet man dressed in the simple robes of an apprentice mage tells the elves that he goes by Tellazar of the Orbs. He says he is from Waterdeep and is out exploring the world. The other human is Kazlar and he says he is from Neverwinter and is in Silverymoon on behalf of Tempus, the god of battle.

The moon elf tells his drinking companions that his name is Corthen and that he hails from Elven Court and is headed to Waterdeep, once the roads are clear. He wears chain armor and possesses two sheathed longswords. The gnome tells Silvaris that he is Whitlowe and hails from Quaevarr. He is heavily armed and wears the armor of a warrior. The group of six spend most of the evening exchanging tales and draining tankards of ale.

Saedellas is suprised by the appearance of his father, Lodellas Nightstar, at the Owl and Dagger. The elder elf, a retired adventurer, is missing his right arm at the shoulder. He informs his son that a message has arrived via the signal towers from Everlund. It seems that one of Lodellas’ old adventuring companions, Turnoc Redleaf, has died and left an item for his friend. Lodellas informs his son that he will need to travel to Everlund and retrieve the inheritance. The elder elf asks Silvaris if he will travel with his son so he won’t be traveling the road alone. Silvaris agrees, and soon the entire table offers to assist the young priest and his father.

The group agrees to meet back at the the Owl and Dagger in the morning to set off on the road.
Saedellas makes room at his home for Corthen to stay with him since he does not have a room in town yet.

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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