Langliv

Gnomish Hiding Spaces

The group was exhausted, yet they knew pushing deeper was their only choice. Telxon and Ailvys heard a noise from behind the party, and volunteered to investigate the sound and cover the group’s flank. Regalis, Todge, Kristov and Darrak agreed with their assessment and decided to press deeper into the filthy goblin stables. After dispatching of more of the foul beats and their evil pets the group noticed a series of crates. The dwarves and their dragonborn companion looked through them, only to find a gnomish wizard covered in rotten meat. Lachesis teleported Kurkiben into the estate. Her aim was slightly off and the small wizard felt it would be better to hide in a crate full of rotten meat instead of facing certain death at the hands of the goblins.

The five adventurers pressed on to rid the stables of the goblin presence. They disocvered a powerful goblin, his pet hippogryph and their minions. The battle was intense, the party was pushed to the very extremes of their formidable abilities. The party managed to defeat the group of goblins and found a small amount of treasure, including a rare hippogryph egg. The group needed rest and determined the room of their last encounter was cozy enough for their spartan needs.

Progress was the only thing on the adventurer’s minds as they pressed on into another section of the large estate. More goblins fell to their weapons and spells and it seemed as if nothing could slow down their progress. They had no knowledge of what lied around the next corner.

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Onward!

The party returned to Verghavn and immediately met with the Foreman. While the dwarven leader was pleased to hear that the kobold threat was no more, he was disheartened to learn that no progress had been made into his ancestral home. The adventurers described the door they could not pass and the Foreman knew of a solution. He sent the adventurers to a wizard friend by the name of Lachesis, an ally who would help unlock the secrets of Drivsgar. The group went to The Drunken Shark Tavern to celebrate. Kurkiben was unable to handle even a sip of the fine dwarven ale and passed out; the poor gnome was too ill to leave with the party.

The party set out for the Tower of Lachesis the next morning, yet while they rested in the wilderness a vile group of bandits attacked them. The bandits were easily dispatched and party continued on to meet the friendly wizard. While the wizard was cooperative, she was unable to attend to the needs of the party. Her former apprentice stole valuable and rare components and asked the party to retrieve them for her. The brave adventurers agreed and headed towards the estate of Xanthan.

Once inside the vast compound the adventurers discovered a group of vile goblins, bugbears and their vile pets. The group slaughtered many evil creatures before they needed to rest and regain their abilities for another day.

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The True Threat

The brave adventurers were still weary from their battles with the ferocious kobolds; however, they knew they must press on for the safety of the citizens of Verghavn. The gods favored the adventurers and set an additional beacon of light to assist them. The brave deva Aivlys, fighting for her chosen god, came to assist the group in their quest to cleanse the threat from the area.

Many kobolds perished to the blades and spells of the party, no threat would keep them from their goal. The party discovered the living god-creature revered by the small reptilian villains, a young black dragon. The battle was epic, yet the heroes proved victorious and decapitated the foul beast.

The adventurers returned to Verghavn victorious, with an impressive trophy to prove their merit to the townspeople.

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Knock, knock! Who's there?

Following a much-needed rest the adventures bravely pressed deeper into the kobold’s lair. Regalis bravely knocked on the door to alert the kobolds of the adventurer’s presence. The kobolds, being of sound mind, prepared for the attack and assumed defensive positions. In addition to the well-prepared monsters the party dealt with traps scattered throughout the room. Telxon managed to knock a kobold off the ledge, which alerted the next encounter to the presence of a possible meal.

Regalis bravely descended a sheer cliff to scout out the next area, only to be attacked by four vicious visejaw crocodiles. It appeared that the brave paladin would be overwhelmed, yet the quick-thinking Kurkiben wisely put some of the vicious reptiles to sleep as healing from Kristov and Telxon kept Regalis alive.

The group ventured deeper into the lair and discovered a room covered in a strange fungus, with levers located on platforms above their heads. While examining the fungus the heroes discovered treasure, which pleased everyone. Todge and Telxon used their abilities to teleport to the top of the platforms, yet Telxon fell from the ledge while trying to pull the lever. Kurkiben used his powers to guide a well-knotted rope to the lever which allowed Regalis to climb to the top and pull the second lever.

The next room matched more kobolds against the heroes. Yet instead of rushing in Kristov used the doorway as a choke point and kept the battle in favor of the adventurers. One lone kobold survived and tried to surrender, he was promply stored in a Bag of Holding by Kurkiben. With that, the players found a ledge to camp and rest.

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The Legend of the Dead Gnome

Well rested and proud of their actions defending the town of Langliv, the group decided to continue on with their plans to search for the lost city Drivsvar in hopes of gold, gear, and for some, glory! Little did they know about the power a single item may hold over the minds of the living… and so became the Legend of the Dead Gnome!

Started in town, each person got gold for source tied to char background, Foreman met at shop and took below shop, looked normal but ends up being very elaborate looking room, possibly ancient throne room. Speculations but were told not to worry. Obvious tunnels underneath that they were old and dwarven construction. Walked long time, reached door of awesomeness which the Foreman had to use ancient dwarven scroll of awesomeness to open, as told by Todge. Entered a room, door similar to first could not open, found another door unlocked and entered. Entered farm house, wooden door broken through by Regalis and Telxon.

First battle, fought Stirges and won quickly. Telxon had it out for the giant mushroom in the farm house and sliced it down in a single pass. Looking around, grate open and passed through. The gnome decided to go through first so he would not miss the action, almost goes down. Fight 2 kobolds with guard drakes on opposing sides of room. Telxon saved Kurkiben before going down, Krist brings Telxon back to finish the battle. Hard fought, but we were victorious.

Third battle, fought crates. Entered room of kobold slingers and kobold skirmishers. Smelly and sticky substances flew all around, made Regalis smell worse than he already did.

Slyblade and 4 dragon shields, slyblade came out of nowhere to hit Kurkiben hard in the back, and sacrificed the lessers to save himself. Regalis swung wildly throughout the battle, missing often, and coughing a cloud of soot instead of deadly fire.

After a long day of battle, we returned to a nearby surface entrance to recuperate before continuing deeper into the dungeon.

We learned many things in battle together, the least of which being there is no red box, wizards do not take point, and we should pay more attention between battles and when adventuring.

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Adventure Begins!
First Adventure

It may have been the middle of the afternoon but The Foreman knew precisely where to find the adventurers. He opened the door of the Golden Barrel to discover it quite busy, but what else was to be expected? The taverns of the Dwarven Quarter were always full, regardless of the time of day. He noted that the party was not complete but decided to press on with his offer.

“Hey laddies. I got a job fer ya.” The old dwarf said as he approached the four men.

“And what would that be?” replied Kristov, a fellow dwarf and cleric of Pelor.

“I found it!” The Foreman exclaimed, barely able to contain his excitement.

“Found what?” asked Kurkiben, a diminutive yet powerful gnomish wizard.

“Drivsvar.” Replied the Foreman in a hushed whisper.

Todge and Kristov smiled, knowing that the legendary dwarven fortress would be great wealth and prestige to any dwarf who aided in its reclaimation. Telxon and Kurkiben appeared puzzled but optimistic.

“500 gold a piece, plus you may keep any treasure you find.” Explained the Foreman to the adventuring party.

“Why send us? Why not the other dwarves of the town?” asked Todge.

“It’d be mighty suspicious if all the dwarves up and disappeared. Besides, we have responsibilities here.” answered the Foreman.

The answer seemed to satisfy all those at the table, and with a nod the adventurers agreed to the terms. “I’ll buy ye a round of ale!” exclaimed the Foreman as he walked to the bar.

The time for celebration was short-lived, as sinister forces had other plans for the region.

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I smell screaming...

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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