Scott RHoD

Arrival at Drellin's Ferry, Day 1

After searching the hobgoblin encampment and taking a short rest, you continue the journey along the Dawn Way toward Drellin’s Ferry…the last piece of civilization before entering The Witchwood on the way to Vrath’s Keep.

Map of Drellin’s Ferry

Drellin’s Ferry sits on the banks of the Elsir River. It used to be named Dwarfbridge; years ago, the Elsir was spanned by a sturdy dwarf-built bridge at this spot, but it washed out during a flood a hundred years ago. Shortly thereafter, a man named Drellin built a horse-drawn ferry to serve as a river crossing and this town eventually grew up around his enterprise.

Six stone piers are still visible in the slow-moving river, marking the location of the old bridge. Now, a pair of enormous ropes cross the river, each secured to a large, flat-bottomed ferryboat. Orchards and grain fields surround the town.

As you approach the city, a group of four armed militia serve as sentries on the road. They tersely ask for your names and business in town, but accept most any answer you give. It is hot (over 90 deg), muggy, they are in scale armor, don’t have any shade to stand in, and none of you are goblins. They really are not all that interested in a conversation.

They will point you toward either The Green Apple (a fair inn) or The Old Bridge (a good inn) as places where most travelers stop for the evening.

A couple of hours after you arrive, you are approached by tall, older man and an armored swordswoman.

“Sorry to bother you, travelers, but if I may have a few minutes of your time. My name is Wiston, and I’m the Town Speaker for Drellin’s Ferry. This is our guard captain, Soranna. I’ll get right to the point: We’re in a lot of trouble, and I was hoping I could persuade you to help us out.

“Our town is under attack. Hobgoblin raiders have been harrying our lands for several days now. They’ve attacked and killed people in the outlaying homesteads, and they’ve been waylaying travelers along the Dawn Way.”

Soranna adds, “We’ve had trouble with them before, a quick raid every now and then on homesteads to the west of the river, but this is different. It looks like a large, aggressive tribe has moved in from the Wyrmsmoke Mountains. They may have enough numbers to sack the town if they tried.”

Wiston continues, “Beyond the immediate threat to our homes and families, the Dawn Way is our lifeblood. If the hobgoblins make the Dawn Way impassible, travelers will not come this way and we’ll be ruined. We not only need to repel the marauders from the town, but we’ve got to keep the road open.

“You seem a capable group of adventurers. Can you help us?”

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Marauders Attack, Day 1 (5/22/09)

Between Terrelton and Drellen’s Ferry, the party stumbled into a surprisingly well orchestrated hobgoblin ambush. These appeared to be well equipped soldiers who worked well together, not the small groups of rag-tag cowardly barbarians typically encountered.

The marauders were led by a priest…unusual because most hobgoblin groups are just led by the biggest and strongest hobgoblin…who carried a holy symbol of Tiamat (the 5-headed dragon goddess of greed and destruction). This is also unusual because most hobgoblins worship Bane (evil god of war).

Searching around the area of the ambush site, the party found a makeshift campsite (dirty bedrolls, a couple of small tents, cooking utensils, and remnants of a campfire) along with seven humanoid remains. Five appear to have been caravan guards (light armor, crossbows, and spears), one was probably a merchant (older female, well dressed and unarmed), and one looks like a local farmer (wearing only laborers clothes, with no weapons, armor, or other significant possessions).

A small, locked chest (the cleric has the key) is also found at the campsite. It contains 1200 gp in trade gems and loose coins, and a +2 amulet of protection.

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Introduction, Day 0 (Prologue)

Our adventurers begin their journey based on a Treasure Map indicating the presence of untold riches located in the ruins of Vrath Keep, located along the western edge of the Elsir Vale.

The Vale is a thinly populated frontier that stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale’s borders.

The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast. Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giant’s Shield Mountains more than a thousand years ago. While the dwarves are long gone, their roads, bridges, and cisterns remain in use to this day.

After the dwarf-realm passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years—only scattered settlements of druidic folk who left behind little more than grassy barrows and stone circles on the hilltops.

About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giant’s Shield Mountains as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the kingdom’s shield, the towns along the Dawn Way—Stoughton, Talar, Terrelton, and the rest—grew up from tiny hamlets or lonely soldiers’ posts to flourishing human settlements.

The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years ago, the city of Rhest was burned by a savage horde of goblinoids. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens swallowed the ruined city.

In the years since the kingdom’s fall, the towns of Elsir Vale have come to look after themselves. Most of the local lords still hold titles derived from the old kingdom of Rhestilor. While everybody knows that the kings of Rhestilor are long dead, no new realm has arisen in the Vale.

Our adventurers have traveled from the East along the Dawn Way. The last city of significance they passed through was Brindol, a fortified farming settlement and trade stopover point. While there, the group was warned of some minor goblinoid irritants having been seen lately, but nothing that should overly worry a band of seasoned adventurers.

Since then, the party has passed through Talar, a small farming village, Nimon Gap, famous for its orchards and the Cross-Eyed Beholder Inn, and Terrelton, a dusty village primarily known for raising livestock and leather goods.

Next stop is Drellen’s Ferry, about the only good place to cross the Elsir River (Vrath’s Keep is on the other side of the Elsir River).

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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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