Run through the Jungle

Summary

-Helm hires Pelaios, Grinner, and Remir
-Party takes a boat to southern Chult
-Krenshar slumber party
-River in a ravine
-Ghosty feelings
-Talking with natives
-Checking out the magic gate blocking ghosts
-Leo runs from lizard mangs, and is saved by strong handsome pcs
-Looking for gem to take down ghost repellant
-More lizard bros

With this now Paul knows Everything he missed and it should serve as review for the rest of us.

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Current Concerns

The unlikely circumstances of my birth are looking more and more reasonable by the day. There was a time when poverty made me question why my mother would ever leave her family. Now that I know Alibakkar as more than wealthy merchants I find myself having something of a preference for my Tallstag heritage. As I walk through yet another cloud of unspeakable insects, I realize it is not the danger or even the inconvenience that has caused these thoughts. It is Alibakkar’s methods that fuel my regrets.

I expect to survive. Mercenaries may spend every coin because odds are it is their last, but adventurers need a certain optimism to maintain their path. It is a foolish practice, but we feel that our past survival has a great impact on our future enterprises. I suppose at a point a feeling of immortality is hard to suppress. Survival is well and good of course, but those who die get to skip the introspective thoughts that come after any given venture. The part where we learn to justify robbing tombs, “What were the dead doing with it anyways,” the part where we wonder why we survived, but our companions or at least the previous adventurers indicated by the bones we step over, did not. For some of us it was the victory that tested our mettle more than the adventure itself. A few of my companions quit not from fear that the next venture would be their last, but from the knowledge that they would do wrong and have to just go on living with themselves. I always considered myself better at this part than even the adventure itself.

I have justified a lot, done things that I do not believe a Tallstag has yet done. I have learned that a strong ale can make right and wrong seems a thin line, and it is of little importance should a man stagger across it so long as he ultimately stays on the right end of it more often. I’m not sure I can drink enough for this. I’m not sure which is worse, to live knowing I was wrong, or to convince myself I wasn’t.

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Musings, Pt. 1: The Nature of Bio-Arcana

When I first took up membership with the Cowled Wizards, I anticipated the reputation I’d be bringing with me. It wasn’t bad enough that I was inexperienced and self-taught, no; I was also a murderer, and while my benefactors had done an admirable job of obfuscating that fact, what little integrity that I’d retained allowed me to defend myself no more than what was sufficient to keep my place. Needless to say, I quickly got used to working alone.

I had books, of course. Years upon years of research, conducted and documented by other, more accomplished colleagues provided me some much-needed guidance. Even then, I really only knew the theory; the practical applications were not fit for the hands of a slave such as myself, though I only harbor the shallowest of regrets about that since I saw a good many proper apprentices go up in the smoke of failed experiments.

Like I said, I was inexperienced. It was only a matter of time I stumbled into one of these unfortunate situations myself, but when I did… well, imagine my surprise when I was not shuffled off this mortal coil by the flames of folly, but rather invigorated by the results of my mistake. You see, Hellovias was a devotee to the martial aspect of magic; if it could not be used to muddle or incinerate his foes, then he had a tendency to not be interested. I honestly didn’t know such a thing was possible.

Now that I knew what to look for, I found ample records of this phenomenon in the libraries, and began to delve further. In the same way that the power of the divine can both sear and soothe, the arcane floes that drift around us can be tooled to the same purpose. Naturally, the problem is how intuitive it is, or I suppose how intuitive it isn’t. This energy can be shaped into a form that is remarkably similar to the vigor that keeps us moving and upright, but it requires heavy modification in the manner of formulae, catalysts, and so on.

It took a great deal of time and study to align these magics with the biological pathways of a living body, but I was eventually able to adapt them for applications of immediate urgency, such as tendering a surge of adrenaline or mending severe wounds. One can even tune them to infuse a piece of armor to increase its resilience, or flavor the release of power from other magical artifacts so that their users can receive the physiological benefits as well.

It is an incredibly diverse and adaptable field of study. That I found upon it by accident only reaffirms my belief that this is work that I was meant to do… and with time, I hope, work that will absolve my greatest sins.

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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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