Mercenary Guild

Rats in the Old Mill
Clean out the pests at the mill.

Heroes Sher Khan, Sterling Blackwood, and Zeik Haberdasher seek recruitment with the Wetroot Mercenaries. Guild Leader Alexis Murdock had them prove their worth by clearing out the old mill of pests. When the three arrived at the mill, however, they discovered a deep passage underneath that lead to some forgotten Gnomish ruins. Slaying a colony of savage ratmen along the way, they discover a hidden room containing a trapped Shardmind. When faced with the conflict of slaying defenseless ratchildren, Sher Khan lead the effort to capture and tie up the ratchildren, to let them out later in the wilds. The guild leader was pleased with the efficiency of the group and with their discovery of the ancient Gnomish ruins, and the Shardmind. This success lead them to be recruited.

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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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Taking the Darkpath
Break a war hero out of jail.

The party is joined by a Mull Battlemind named Rockby, and are given a quest by the Wetroot leader Alexis Murdock. The mission is to save a war hero names Karl Darkpath, a former friend-by-the-sword of Rockby, from his incarceration. The party is warned of the Suell group which wishes for nothing more than to see Karl Darkpath dead. Arriving at the town of Molarn, the adventurers are confronted by a crime-lord. The Crime-lord offers them assistance to break out Karl Darkpath as long as they also break out his step-son. The party agrees and are told of a secret path to the jail through the sewers. After an encounter with a few rats and a nefarious group of Suell, the heroes sneak into the jail and, with the assistance of a Karl Darkpath adoring guard, break Karl Darkpath out of jail as well as the Crime-lord’s step-son. After returning the son to his father-in-law, the mercenaries return to Wetroot victorious. Karl Darkpath, still a wanted man, dose not join the group and chooses to live his life in hiding, instructing Rockby to join the mercenary group.

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