The strange house

Claire and Sigismund collaboratively examine the house and figure out that its actually an illusion. While inspecting further, Kel and Mal see the remainder of team A sprinting towards them with a large mob of skeletons chasing them.

After a few rounds of fighting retreat, a mysterious hooded figure on a skeletal horse appears amidst the skeletons. A few keen eyed shots are it from the group, seem to have no effect.

At the last second, Sigismund finishes his spell to break the illusion of the house open and the group rushes inside as skeletons claw at their backs.

Inside the dilapidated house is an amazingly appointed mansion. Meeting with a strange butler creature, the group stops for some food, before being told that needed to make their way through the house and find the master in his quarters. Passing through a hallway of talking paintings, the group arrives in a room with a magical playing orchestra. The music is so soothing that Kel falls asleep in a nearby chair. While trying to wake him, one of the other chairs in the room comes alive and attacks the group. The creature falls with a mighty swing of Mal’s hammer and the group collects itself.

Passing through the door, the group comes across a stone giant sitting at a pool in the middle of a beautiful jungle. To get the key around the giant’s neck and move past him, the group had to first answer a riddle and then defeat the giant in a drinking contest.
Opening session

The different adventurers for their own motives and reasons has come to Blyydyn’s office to interview for mudlark positions.

Blyydyn interviews the members of the party and we all shuffle onto the Queen Lily. We meet with the 3rd Lieutenant John Mclain and he explains the workings of the ship. He splits the new recruits into two groups. The adventurers are grouped together into group B.

He explains the mission: A patron has paid the ship to uncover secrets in an old mage tower on the way to Tenby.

As we approach the site of the mission, the team meets the paton who is funding the mission a halfling named Sigismund Greenhill. He produces the deed to the old wizard tower and explains he was working on a spell similar to one Sigismund is currently working on. He needs the mudlarks to escort him to Bogo the Great’s library and find his personal journal.

The time of the drop comes, and the B team jumps off the Queen with rope pulleys attached. The teams split up to search the town. In searching the town, the team comes across what appears to be a tree, but a sickly evil eye peers out at them.

After a hard fought battle with blighttwigs, Team B stands victorious and unsure how to enter the house the twigs appeared to be guarding. During their inspection, the 3rd Lieutenant and the remaining members of Team A come sprinting in their direction wounded and winded…

100xp per character

Copper: 36
Silver: 38
Gold: 47

You also find a short sword, well oiled, wrapped in leather, and bound in a bundle of cloth. Time has not yet taken its toll on the sword but it is non magical.

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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