Reign of Winter

Taking the Lodge

The group discovers High Sentry Lodge, traditional headquarters of a group of rangers and wardens. The Lodge has been overrun by Rohkar’s Raiders, a band of brigands. After a protracted battle the party overwhelms the Raiders and captures the Lodge, free Lady Argentea. A single Raider ambushes Obriel and delivers a nearly fatal blow before escaping to the Woods. After spending a night in the Lodge, the party returns to Heldren with Lady Argentea.

On their journey out of the forest, the group meets Masq, a mercenary hired by the town to locate the party that entered the Woods days and days ago.

Crossing the River
Second Session

The group broke camp and pushed on from their frustrating (and exhausting) fight with the pixies.

After traveling a while, they encountered a talking elk who questioned why they are in his woods and offered to guide them to the bandit’s camp. Avis noticed something was wrong about the situation and was conferring with the others when the stag rushed Obriel Felamir. A small fey creature was spotted messing with KarFu Derthag’s halberd, and took a fairly solid hit and disappearing. The elk defeated and field-dressed, the party trudged on.

After an hours or so they come across a snowman next to a frozen river. Karfu approached to investigate and triggered some sort of sonic attack, possibly alerting enemies to their position. Pezzack Redbeak was the first to attempt crossing, but he broke through the ice. A winter feathers spell protected Pezzack from the worst of it, but he was unable to extract himself from the water without help. KarFu moved in to assist, but was met by two ice elementals. Moments later one elemental was destroyed, but KarFu was also soaking wet. He ran across the ice, and soon others followed. The second elemental attacked Avis, but was beaten by combined strength of the whole party. Obriel was the last to cross. The group set camp so they could warm up KarFu and dry their equipment. Elk steaks were enjoyed by all.

After a few hours the group moved on. Pezzack heard talking in the forest up ahead, and the party snuck up on a group of bandits. Two bandits fell more or less where they sat, but the third made a break for it. Obriel’s slumber hex slowed him down, allowing the group to finish off his companions before giving chase. Intimidated, surprised, outnumbered, and the victim of a ray of sickening spell, the bandit surrendered when KarFu caught up with him 6 rounds later.

After falling to Avis’ charm person, the bandit agreed to lead the group to the lodge the Raiders were using as a base of operations in exchange for clemency. He led them along the path for quite a while and then rushed forward, screaming loudly. KarFu had to kill him quickly to quiet his cries out to his fellow raiders.

Into the Woods
First session - 9/30/13

Having met along the road, Pezzack Redbeak and KarFu traveled to the town of Shebley, where they encountered a bard named Avis who had been playing the town for a couple nights. Following a night of holy revelry, the three decided it was time to move on from Shebley.

The trio had just arrived at The Silver Stoat, the tavern in Heldren, when a group accompanying an injured and barely-conscious warrior burst in and called for the town healer. After treating his wounds, the group learns his name is Yuln and he is the only surviving guard from a caravan that was attacked south of town. Yuln goes on to reveal his attackers were bandits and “winter-touched fey” who took a noblewoman and carried her off into the forest. Ionnia Teppen, the head of Heldren’s town council, asks the group to investigate and save the noblewoman if possible.

After another night of drinking, the party heads south. They investigate the site of the attack, dispatching two zombies left behind to deal with would-be heroes. Following the trail deeper into the woods, they face extreme temperatures and exposure while trudging through increasingly deeper snow. An unknown type of cold draconic creature incapacitated Obriel, and only quick martial response kept her from being carried off and eaten.

The next day the party pushed on further into the Woods. They discovered dead crows hanging from trees, and as they investigated pixies began sniping at them. Their cold arrow attacks slowed the party down further, and the party was nearly overrun. Having finally defeated the pixies, the group beds down for a second night in the woods.

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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