Adventures in Skylar

Ghosts, Gold and Guards used as Cannon Fodder

Inside the Farseer Crypt, the party found themselves in a huge, dark chamber. The guards with them introduced themselves as Cyrian, Alec and Stefan as they began to explore the room, but before long they were interrupted by the appearance of ghosts ahead of them, with swirling bands of dark energy around their wrists. The ghosts seemed angry at the intrusion of outsiders into their crypt, and attacked the party. Although the first couple were dealt with easily, more ghosts faded into view as the group continued to explore the room, and soon they had a full-scale battle on their hands. The guards took the front line of the battle, as did Su’gi, while Rolenn and Sariel assisted from afar.

After the battle, the party finished searching the room and found that passageways branched off from the room to the left and right. Travelling down the left-hand passageway, they found three rooms – one containing the ghost ofAtherest Farseer, who warned them that her ancestor Jagden Farseer was controlling the spirits of her family for his own evil purposes before granting the party a blessing of protection.

The next room they entered contained an enchanted mirror that could show the answer to any question. After much deliberation, Rolenn asked where Azoth could be found, and the mirror displayed an image of a large rectangular chamber with a circular staircase at its centre, leading to an ornate sarcophagus.

After attempting without much success to remove the enchanted mirror from its place on the wall, the group entered the final room of the junction, where a pile of gold pieces lay at the far end of the room. Rolenn, suspecting a trap, sent Stefan ahead – as predicted, part of the floor vanished as Stefan walked toward the treasure, causing him to fall into a pit of spikes. Su’gi flew down to rescue Stefan from the pit, while Rolenn made off with the gold.

The party then returned to the right-hand passage, where they found a large room lined with sarcophagi and decorated with a huge carving of an old man’s face in the far wall. There they found the tomb of Jagden Farseer, empty except for an old journal and a pair of enchanted gauntlets made for a dragon. The journal told them that Jagden had in fact been the founder of the city that bears his name, and that he had links to the Dragon Riders of Starkfell. However, as Rolenn took the dragon claws and the journal, the door was sealed shut by some form of enchantment, and the mouth of the carving opened, causing water to flood into the chamber. Rolenn quickly discovered that replacing the treasures would deactivate the trap, and also soon found the crystals in the eyes of the carving that were controlling the enchantment. Rather than destroy the crystals, however, he decided to pocket them and evacuate the chamber, leaving Su’gi to take the dragon claws and journal while Sariel disabled the door enchantment from outside. Having just about managed to break the seal before Su’gi came to any harm, the party regrouped and prepared to head deeper into the crypt.

The Farseer Crypt

Having rested in the Arathon Woods, the party returned to the skies on Su’gi’s back and flew towards Jagden. However, due to a slightly inadvisable decision to attempt to land inside the Wizards’ Guild, they ended up crashing into the wizards’ tower and causing considerable damage to its walls. This enraged several members of the guild, and only the sight of the runes on Sariel and Rolenn’s hands prevented them from treating them as a threat. Carla and Eric, meanwhile, snuck away from the commotion without wishing to be seen, on account of the fact that Carla had previously attempted to steal several magical tomes from the tower and didn’t want to be caught there again. The rune was revealed to be the crest of the Farseer family, an ancient family of Jagden nobles. When Rolenn asked one of the wizards to examine the Thieves’ Sword, he told the party that it was none other than the sword of Azoth Farseer, an Archmage who lived around two centuries ago. He also discovered that the enchantment maintaining the presence of the runes was linked to a secondary source of magic, but he could not identify the sword’s remaining enchantments beyond discerning that they were both opening spells of some kind. The wizard also mentioned that it was a strange coincidence that the sword should turn up now, as an inquiry was currently being conducted into the mysterious death of a man at the entrance to the Farseer Crypt. Intrigued, the party set off to investigate.

After attempting to investigate the crypt, only to be turned away by the guards, they visited the City Guard HQ under the pretense of trying to help identify the body. Although the corpse was burned beyond all recognition, they did manage to discover that the man had also been involved in the Thieves’ Game, due to traces of the rune still remaining on his hand, and that he had attempted to cut the mark out of his own hand before his death. Su’gi proved to be particularly useful to the investigation, discovering more than most of the city guards had managed to find, and the guard who had been supervising them – who had at first thought of Su’gi as merely a tamed beast – was impressed enough to offer to allow the party to investigate the crypt themselves.

Inside the Farseer Crypt, the party found that a wall had been put in place to seal away the contents of the tomb itself – only the entrance was open to the public. As they approached the wall, the runes on their hands and the Thieves’ Sword glowed fiercely, and a series of glowing symbols appeared before them. At first Rolenn was afraid the runes were a trap designed to kill intruders, but after Sariel assured him there were no spells of ill intent surrounding the message, they began to decipher it. They eventually managed to discern that the runes translated into a riddle: ‘STRIKE MARK AGAINST MARK, AND THE WAY WILL CLEAR.’ Sariel took the sword and sliced apart the rune on her hand, and the wall vanished before them. Before venturing into the tomb, Rolenn convinced the guard to join their party, along with two others, so that they would have some protection.


The events of the campaign so far took place in the space of about a week.

Hobgoblins Attack!
A brief combat encounter to test out Maptool

The party were travelling back towards Jagden through the Arathon Woods and camped for the night. While Sariel and Rolenn were on watch, they heard a noise in the forest and went out to investigate. They discovered a band of hobgoblins attempting to ambush the camp, and successfully drove them away.

(Incidentally, the Maptool test went a lot smoother than expected, with hardly any technical issues :) also, Su’gi is now a fully-functioning PC member of the party, ready for the next session.)

The Thieves' Game: Plot Summary
The story so far

Rolenn and Sariel met on a ship bound for Strongcliff, which was then attacked by goblin pirates. They fought off the goblins but when the pirates opened fire on the ship, they were forced to abandon ship in the ship’s only lifeboat. While rowing towards the shore, they heard the cries of a drowning woman, and rushed to save her. She thanked them for their help – despite Rolenn’s threats to throw her overboard – and told them that her name was Carla Scargill. She asked them to help her find a lost sword. They agreed, and while shaking on the deal they noticed that a strange rune was etched into the back of her left hand.

Carla showed them to the nearest city – Jagden – and allowed them to stay the night in her uncle’s tavern, The Calf’s Head, for free. The next morning, they began to search for the sword. A visit to the Temple of Pelor gained them little other than the offer of an exorcism, but on visiting the slums their money pouches were stolen, forcing them into a fight with three thieves. After the fight, they interrogated one of the thieves and discovered that the sword they were looking for was at the centre of a centuries-old game known only to thieves. The thief told them that the sword was magical, and that its powers changed to suit the wielder – however, few people could hold onto it for long, for the sword was highly desirable and every thief they came across would want to steal it for themselves. They also discovered that Carla’s rune had materialized on their own hands, and that they were now players in the Thieves’ Game. Once the interrogation was over, Rolenn killed the thief in a fit of rage, and nailed his body to the door of the Jagden Thieves’ Guild – but not before they had forced him to reveal the passwords to the Guild for the next four days. They then returned to The Calf’s Head to confront Carla, only to find that she and her uncleEric had fled the city. After interrogating the terrified barman, they discovered that the pair were headed North towards Strongcliff. They also tried to cover the runes on their hands with cloth, with little effect – the runes simply shone through, brighter than ever.

Before leaving Jagden, they paid a visit to the Thieves’ Guild, using the passwords they had gleaned from the Halfling thief. After a brief encounter with the guards on the door, they managed to eavesdrop on a meeting between the guild leaders. They learned that the sword had recently been stolen from Jagden, and now belonged to the Strongcliff Thieves’ Guild. The Jagden thieves were planning to mount an attack and take back the sword, but some were a little wary because of the Strongcliff leader’s captive dragon. After gleaning all the information they could, they bought some horses from the stables and set off in pursuit of Carla and Eric.

After a few hours’ riding, Rolenn and Sariel entered the Arathon Woods, where they heard the sounds of battle, culminating in a roar of anger from Eric. They tried to sneak into the clearing to spy on the battle, but they were noticed by the kobolds who had been attacking Carla and Eric, and they joined the battle. Rolenn, Carla and Eric were all knocked unconscious during the battle, but Sariel survived and was able to drive off the enemy.

After Rolenn had woken up and had time to recover, they decided to interrogate Carla. From this interrogation, they learned that Carla’s father and uncle had once been thieves, but had left the Guild in an attempt to escape the Thieves’ Game. However, they could not escape, and when Carla was born, she inherited the mark of the game from her father. Her mother died in childbirth, and her father went mad with grief and killed himself. Eric was left to look after her, and they spent her entire childhood on the run. When she turned eighteen two years ago, Eric settled down in the Calf’s Head, while Carla devoted all her time to searching for a way to leave the game. However, she had little success – attempting to pass on the contract that bound her to the game had been a desperate and ill-conceived plan, which failed, and none of her other schemes had worked in the past. However, she told them it was likely the sword was required for a person to leave the game, and that both the sword and the runes have an enraging effect on weaker minds, causing them to want to kill anyone with the rune who has not established themselves as an ally. Carla also revealed that she knew a secret way into the Jagden Thieves’ Guild. After much deliberation, Rolenn and Sariel decided to employ Carla and Eric to aid them in the search for the sword and an end to the game, in exchange for letting them keep their lives.

The four of them ventured north through the forest, where they came across an eerie pool. A fairy appeared from the pool and spoke to Dwyn, Rolenn’s fairy, before warning them that beings far more powerful than them were watching their actions with interest. Before disappearing, she granted the group a blessing to keep them ever vigilant in battle.

As they walked deeper into the forest to the east, the trees grew denser and the air grew staler. They realized too late that they had wandered unwittingly into the feeding grounds of a giant spider and a hunting wolf pack, and had to fight for their lives once again. Eventually, having slain the beasts, they left the Arathon Woods behind, heading towards Strongcliff Volcano.

When they arrived in Strongcliff, they quickly discovered from conversation with the locals that the village had been in the grip of the Strongcliff Thieves’ Guild for the past six months. Although the village mayor was still in power as a figurehead, the guild had been controlling his decisions – and taking as much money from the people as possible – through threat of torture. The mayor, Dosaar, urged Sariel and Rolenn to kill the leader of the guild, Verris, and bring back his amulet as proof.

The adventurers eavesdropped on a group of thieves and discovered that the guild’s hideout was found inside Strongcliff Volcano itself. They made their way inside and found themselves in a ruined palace of some kind. After fighting a group of Kobolds, a Magma Crab, and an animated Skeleton, they made their way carefully across a deadly pit of lava, before being overwhelmed by a group of thieves.

The thieves brought the adventurers to Verris, who kept them tied up under the guard of his captive dragon, Su’gi. However, Rolenn managed to distract Su’gi long enough for Carla and Sariel to retrieve the party’s weapons, and actually managed to gain his trust in the process. Su’gi revealed that he was in the grip of an ancient enchantment emanating from Verris’ amulet, which was intended to create an equal, empathic bond between dragon and rider. However, Verris was ignorant of the power of the enchantment, and treated Su’gi as a simple tame beast, believing he had captured him through force. Rolenn convinced Su’gi to help them in their battle against Verris, while Sariel remained mystified that Rolenn could show such compassion towards a dragon when he was so callous towards humanoids.

Just as Su’gi and Rolenn had made their pact, Verris strode into the room, and upon finding his prisoners free and holding their weapons, he drew the much sought-after Thieves’ Sword and attacked. Su’gi could not directly disobey Verris, but he tried to deliberately miss with his attacks – although an accidental swipe of his claw did at one point render Eric unconscious. However, when Verris was wounded, Su’gi lost his self-control and was overwhelmed by the empathic link. He began genuinely trying to hurt the adventurers that had harmed his rider. Despite this, the adventurers managed to defeat Verris, and after he fell unconscious, Sariel performed a hasty analysis of the amulet’s enchantments and concluded that if Rolenn killed Verris, he could use the amulet to become Su’gi’s new rider. Rolenn dealt Verris a mortal blow with his frost sickles that froze Verris’ body and shattered it into pieces, before approaching Su’gi with the amulet in hand and forming a new bond with him.

Sariel then examined the Thieves’ Sword and discovered that there had been many enchantments placed upon it, but she was not capable of deciphering all of them – however, it was clear that the sword was linked to the runes of the Thieves’ Game. After briefly returning to Strongcliff to receive their reward for killing Verris, the adventurers resolved to head to the Jagden Wizards’ Guild to ask for their help with deciphering the magic of the sword.

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.