Blackstone Isle

...and Mudslides, and Bears, oh my!

Upon waking in the morning, Jaxar Ironvein asked Ghesh about his dreams. Apparently, the dragonborn had been quite restless and talked in his sleep all night long. The encounter in the mines had weighed heavily upon him due to his history as a slave.

Jaxar gave the paladin a set of armor, and gave Carric and Goel a set of amulets as payment for their clearing Mine #1 of its ghost. He then told them to check back in with Malthus Traganther, as the next supply ship is supposed to be docking soon.

When they arrived at the docks, they noticed that a small group of armed soldiers disembarked, as well as a young elven wizard. The wizard turned out to be Elam, the apprentice of Nimozaran the Green, the High Septarch of Fallcrest. Carric and Goel recognized the younger wizard immediately, as he is a fellow member of the Adventurer’s Guild in Fallcrest. Elam had journeyed across the sea with materials and instructions to prepare a one-way transportation circle for his boss. Malthus had hired Nimozaran to take care of the magic painting hanging in his house.

Elam set up the circle, and when Nimozaran arrived, he and Malthus went off to discuss the painting. Elam joined up with the rest of the group, and they continued their exploration of the island – starting with the Fenwood.

In the first area, they heard a large bear foraging nearby, but managed to avoid it.

In the second area, they encountered a small goblin encampment. The goblins were orange-skinned and friendly. However, the bear had tracked the group back to this area and began to close in. Elam and Goel managed to halt the bear’s attack with a combination of magic and appealing to the bear’s emotions (or whatever it was the Goel did…) The bear went back into the woods, and the group questioned the goblins about the rest of the forest. They told of another small clan of goblins, and of a crazy lady that sets traps on the east side of the woods.

The groups went off in search of the crazy lady, and encountered a few traps on the way. In one rather swampy area, they also caused a mudslide, bringing some hungry crocs and a few centipedes out of the mud. After fighting them off, they eventually discovered a white cactus that shoots poisoned barbs. They marked this location on the map, and continued their journey…

Session 2 - Spiders and Ghosts

Malthus gave you a map of all the explored locations on the island. There are quite a few empty areas he would like you to fill in, and several dangerous threats to be neutralized.

As you are planning your next step, the town bell starts ringing furiously. It seems that the lighthouse has been overrun with spiders. Cyntia and her husband Reg are the keepers of the lighthouse. She just rowed to shore without him and related the following facts:

  • Reg had gotten bored with tending the lighthouse and started digging up the tower ruins on their little island.
  • He found a silver dagger in the ruins, which only encouraged him to explore further.
  • He eventually moved enough rock to uncover a small trapdoor.
  • When opened, giant spiders poured form the trapdoor and killed him.

Cyntia barely escaped with her life. Besides being distraught over her husband’s death, she is terrified and will not go back to the island.

You traveled to the island and killed the spiders. You recovered the dagger, and found the trapdoor. Under it was a small basement with only a magic circle etched into the floor. It seems to be a transportation circle, but no one could figure out how to activate it, or even if it would work.

After re-lighting the fire for the lighthouse, you signaled Malthus to send a new lighthouse keeper, put Reg’s body back in the house, and departed for the mainland.

Later, you decided to explore the island and set out for the mines. You reached the counting house and met Jaxar Ironvein, the mining foreman. He described the problems with the original mine, and how the goblins won’t go there anymore because it is haunted. Also, that the last two people that went in to investigate never came out.

You went into the mine (much to the chagrin of Ghesh), and encountered the ghost of Anarus Kalton and two zombies. After killing them, you let Jaxar know the mine was clear. Resting in the counting house, you tended your wounds and considered your next actions.


Session 1 - Arrival

Hired by Malthus Traganther as explorers and “protection” for the island settlers, you braved a month-long journey to a mysterious, newly-discovered island. As you stepped out onto the dock, you were met by a horde of yellow-skinned goblins who appear to be the servants of anyone who gives them directions. Also, your employer met you and described a sensitive situation he is having.

He is building his modest mansion on the island, and is stocking it with various artwork. One of the paintings purchased for him by his agents on the mainland turned out to have some sort of curse or something…whenever moonlight hits the painting, several dangerous animals are spawned. They wreck the house, injure or kill anyone that gets in their way, and eventually run off into the forest.

The painting seemingly cannot be destroyed, as it visits any injury back onto the attacker. It also can’t be pulled off the wall.

You ventured into the mansion, found the painting, and waited until the moon came out. Sure enough, a clutch of drakes appeared which you quickly dispatched. During the battle, Goel discovered that even something as small as a thrown pebble bounces back and hits the attacker.

You advised Malthus to build a wall in front of the painting, or to try destroying the wall around the painting to see if the whole wall can be moved out of the house.

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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