Crucible: The Wartorn World

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.

View
Sneaky lazy recap summary
Recap

“Well, you see, technically, we’re employed by the Academy to recover old and Lost magical spells, artifacts, and the like. Oh hell, I wish Tu’u’usk, was here. He lived for stories, But what can we say about bards. We’ll make do without. Anyway, So our task was to make contact with…” (GM save me, I don’t remember any of these names. Give me names, I’ll write it up for you.)

<old>
GM: “We’ve gotten reports that one of the previous intiatives we invested in has turned up results. One of the southern mage libraries managed to escape the flames of the Magepurge. Our scouts believe the library not only contains dozens of librams and texts on arcane magic, but divination points us to believing they actually have a copy of the most powerful and versatile wizard spells in existence: Korlam’s Fundamental Reality Shift. You may be familiar with its reference name…Wish.”
Vodr: The dwarf smirks. He’s heard of the first name.
GM: “We need you to head south, meet up with the keepers of the library, an order of geometers, and return with any of the spells and tomes they’re willing to share. This is not a combat mission, or at least is not intended to be. Diplomacy and negotiation is key here. We would prefer not to alienate useful allies.”
</old>

“…contact with some geometers. They had hidden form the ravages of the church alongside some dwarves. Built a safe home right into a mountain. We got right in, and after some time began to talk about ways to form closer relations, since we wanted the knowledge they had. It was pretty slow until The Terrasque came up. Turns out it was sleeping right underneath them, and At the same time, Some organizations having their strings pulled by a mindflayer were making their way into the sink. 2 of the 3 swords that could wake the Terrasque were safe, so to gain their trust, we had to make sure that sword doesn’t fall into the wrong hands.

So, After finding one of Blaise’s Labs – shortly after we fund you, Aurin – we apparently did some divination, and Tradeheart himself sent an avatar – second time I’ve ben that close to a god – pointed us at the agent in charge of the operations in town, a Mind’s Eye, and gave us a divine mandate AND literal blessings to smite it. So we did some scrounging, and found enough connections to teleport right into the Sanctum of the monster. And we Slaughtered it promptly.

The next step is clearing the location, from the easy side of things, and consecrate that ground to HOPEFULLY stop it from becoming a den of Evil for a second time."

Helsaerrith looks around at the new people, “and that’s the short version of how we got here. We’ll have to bring a bard in if you want the long version.”

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.