Tale of the Rune Marked

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.

The Story So Far

So far a small band of naive heroes raised by seclusive monks tasked with saving the world from the demonic overlords that took control and the despotic rakshasa that leads them all. Their home was burnt down by the devil Tiesto, causing the twelve rune-marked lower caste to scatter into the woods. Four of these chosen children bound together and found themselves aiding a small coastal village in southern Eurayle that had been overrun by monstrous spiders that turned out to be an uncommon race of intelligent shapeshifting spiders.
After a harrowing fight with a hydra the party meandered their way to a very large city where they investigated claims of human children dissapearing, a monster that roamed the nearby wood and a cursed chapel from an era long forgotten. After a few days Secrets were revealed. The lost children were a distraught summoned beast (slenderman) trying to contact it’s misplaced master. There was also a secret prison called Belle Rev, that was torturing human and demi-human.
Lastly the party rescued an ancient Dryad attached to an equally ancient evergreen who’s root structure descends over 500 feet into the soil. She had been tricked into thinking she was a gremlin defacing an ancient chapel dedicated to the oldest of the lost gods. In gratitude the Dryad offer then her blessings in occupying the chapel to the dragon matrons and all the deities that came after in exchange for their help in restoring the balance to the mortal realm.
After setting up shop two or three days journey from the large metropolis Kaer Maga (Reeve Tiesto’s home turf). They were soon approached by an acolyte to one of the few churches endorsed by the demonic powers. The acolyte requested that this band of freedom fighters journey to Kaer Maga to re-acquire an artifact from a thief that desires to reunite a collection of items and awaken a devastating force that would not be beneficial for rebels or ruling houses.
Within the inner walls of this city of chaos their intentions become known to a crafty dwarven merchant who offers up the location of the home of their thief in exchange for a little protection muscle.

What seems like forever
An OOC campaign update

After many setbacks, and the eventual disinterest of everyone at the table (Including yours truly) I have looked over the adventure and realized that in the span of 3 (maybe more) months IRL we’ve failed to progress more than 3 days IGT and we’re less than a handful of rooms before the Big Bad. So as GM I’m going to put a time limit on my next session. If the Heroes don’t vanquish this foe in the three hours I’m hoping for, then I’m just going to break the session and go Mexican novella on the party with a novelized adaption of what might have happened.


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