The Wayfarer's Inn

Campaign Update 1
Maps and changes to the land


Hey everybody! I have a few things to bring up.

First and foremost, I have made an online version of the map! Took me a couple of hours in photoshop, but it is finished! There will be some basic information that I will mention in accordance. I will update the wiki when I can with new pages containing some additional information.

Secondly, there are some changes on this map, that do not exist on the paper version. Mostly, I shortened the bottom half of the continent, and also shifted some of the locations of the cities. Don’t worry though, all of your home cities are still in the same general location, so there are no concerns there. The continent is now much smaller, so some of the distances travelled previously, are much shorter than they were before. I have also made sure that this map focuses ONLY on our continent and the surrounding islands and landmasses. There are other continents, but they will have their own map if they ever become relevant to the story.

Last, my next goal is to work on the crafting system. I have a good idea, but there is a lot of planning and a lot of work that needs to go into it. It may take a but of time. If any of you are interested in helping, let me know, and I can set you to certain tasks. I won’t deny that I could use help, even if it’s something simple, like compiling lists of craftable good and items, lists of materials, other things like that. Otherwise, I will do it while I have spare time.

The World


Terra is the most common name for the world, though many subcultures often refer to it by many different names. There are a total of 4 continents accounted for, though many believe that there are more which have yet to be discovered.

  • Amyr: The continent in which our story takes place on. There are 7 different prominent provinces/kingdoms.
  • Uropia: The closest of continents (to Amyr). located North-West and is ruled by Camelyn.
  • The Outer Land: Nothing is known of this continent, as it is surrounded by tall mountains and cliffs
  • Ascheal: A land far to the East of Amyr. It is though to be a very cold place, and very little is known about it.

Our game takes place in Amyr


A link to the map.

Session 4: A New Addition
A stranger from far away.

The Players

Rriitka (Rick), a young Goblin rogue, searching out lands South of his home, the Aviendharran Desert.

Ryan Nucleá, a Half-Orc paladin from the Southern Barrens. He searches out others who might need his help.

Valen Tanieth, a cleric of the God of the Dwarves, Moradin, finds himself journeying away from his home in the port city of Saith.

Tegan, one of the Gnomes from the Grandile Bluffs, a sorceror who studied magic far in the West.


Lost in the Forest of Mists, Tegan, a young Gnome sorcerer from Grandile searches out for any sign of civilized life. After spotting a tree, she decides to climb her way up it, to search for… well… anything. She reaches the top of the tree, and off in the distance, spots what she believes is a clearance. Wasting no time, Tegan scrambles back down the tree, only to be greeted with a rustling bush. a group of 5 Small Monstrous Centipedes burst out from the cover, 4 of them crawling away from and ignoring Tegan. One of the Centipedes takes interest in Tegan though, and begins crawling towards her. Tegan, nervous, darts off into the forest, in the direction of the clearing she spotted.

Tegan bursts out of the forest and finds herself in a large clearing, at the ledge of a cliff overhanging a chasm in a valley. Nearby, a rope is tied to a tree and hanging over the edge of the cliff. The Centipede approaches Tegan and sinks it’s fangs into her leg. She stuns the creature with a spell, and then darts down the rope. Her glee at escaping the clutches of the Centipede disappear as it begins to climb the face of the cliff after her, but the creature quickly loses it’s grip and tumbles past her, smashing into the ground. When Tegan safely reaches the bottom of the rope, she spots footprints nearby. Wasting little time, she begins to follow the tracks and is eventually led to a cave opening.

Tegan enters the cave entrance and finds a set of steps in the back, leading down into Padan Fayne’s Hideaway. Tegan enters a large hallway and finds the bodies of Darkmantles strewn out along the floor. As she investigates a nearby room, an injured Darkmantle appears before her, and tries to latch onto her. Tegan defeats the beast with her magic, and approaches a closed door, the first closed door she had seen since entering the dungeon.


Valen leans over Ryan, tending to his wounds. Rick begins to work his way through a locked door, while Sladoc and Salaam quietly whisper to one another in a corner. As the party rests and recovers from their previous fight, a knock on the door they had recently passed through is heard. The voice of a young Gnome asks for help, and to be let in. After a bit of confusion, and some questionable comments on the races of the party, Tegan joins the group, with an understanding that there is more safety in numbers.

Rick leaves the party behind, venturing forward on his own, in order to scout out the area ahead. He disarms another trap, and comes across a strange room, filled with statues and plates on the floor. Rick retrieves the party, and they return to the strange room. Salaam reads a tablet found in the room out loud to the party, revealing that the room is some sort of puzzle.

The owl sits upon the tree,
Linked to the thief, and the sea.
The demon stands all alone,
ahead of star, and ahead of bone.
The coin is strong, touched to man,
Also, to sea, star, and hand.

The party begins discussing how to solve the puzzle, and headed by Rick and Ryan, they slowly but surely come across a solution, organizing the statues from one plate to another. A large stone door before them opens, and the party moves on to the next room. They spot a large brazier in the center of the room, unlit, with a metal box hanging over it, surrounded by a glass plating. Rick, and Ryan go to raise Ryan over the brazier, so that he might peek into the box, but just as Ryan holds Rick over the unlit brazier, Tegan rushes forward, sneezing out a spell of flame into the brazier, lighting up the room. As the flames lick up, and enter the metallic box, shadows of words in draconic appear along the walls. Salaam reads them outloud to the party.

The more you have of it, the less you see.
Call me out, when within me.

Another riddle, though this time, the answer more simple. Tegan exclaims that the answer is darkness, while Valen insists it is light. The party settles on darkness, and extinguish the brazier. Rick calls out, in draconic, the word “darkness”, and the path before them opens once more. Rick, once again, tells the party to remain behind while he takes the lead and explores ahead.

Rick clears out one room, and determines nothing of interest is within. Sladoc and Salaam decide to give the room a more thorough search. Rick moves onto the next room, explaining once again to his 3 companions, to stay behind and be quiet. As Rick enters the new room, and spots what appears to be numerous treasures, the rest of the party decide to not head his advice, and noisily follow after Rick. As Rick begins observing the treasures in the other room, and pocketing a dagger on a pedestal, he is distracted by the noise of his friends. That distractions lasts only a moment when he notices the ground starting to rumble.

Ricks friends rush into the room after Rick, and the whole party stares in horror as numerous Small Monstrous Centipedes burst through a hole in the ceiling, followed by an even larger Huge Monstrous Centipede. The creatures attack the party, and they fight for their lives.

The Huge Centipede tears easily into Valen, injuring him gravely. The dwarf falls back, and tries fending off the smaller creatures while maintaining his own life. Rick, Ryan, and Tegan focus on keeping the attention of the large creature.

The party soon managed to defeat the giant bugs, with minimal help from Sladoc and Salaam, and they begin searching through their treasures. Rick, still in possession of the dagger, passes it on to the 2 Lizard-folk, but with reservations. He then asks for his pay, but the Lizard-folk decline, claiming they will pay when they arrive safely back at The Wayfarer’s Inn. Rick, somewhat cautious and untrusting of the Lizard-folk, returns to his friends, watching them warily. As the loot is packed up, a strange laugh is heard from out in the hall. The party quickly gathers together in nervousness and caution, worried of what other beasts they may not have noticed in these depths. Carefully and cautiously, they make their way out of the hideaway.

Happy to finally see sunlight, the party steps out of the cave and begins heading back to the rope they had used to climb down the face of the cliff. Tegan runs ahead excitedly, claiming she killed a Centipede all by herself. When the party catches up to her, they find her jumping up and down on top of some gooey remains, beside their rope. Salaam, Sladoc, Ryan, and Valen all remove their armor as they begin to climb up the side of the cliff. With the party safely arriving at the top, they begin making their way back to The Wayfarer’s Inn.


  • Branson:
    Good game. You kept in character, you did your voice, great job. There weren’t any character defining moments this game, but you were solid. I was a little surprised that Rick wanted to be paid before they even left the dungeon though. Overall, a great job. Not much else to say. Feel good man, Rick is great. He and Ryan had some good interaction this game.
    2 reward gems
  • Sam:
    You did well this game. Valen is one of the two characters that has the best potential to become a party leader, and I’d really like to see him try to step up. I didn’t notice you doing much of a voice this game, and there was a point where Jess asked if you were in character or out. I listened to you dealing with Tegan’s shenanigans, and I like the dynamic you two developed. Good job.
    2 reward gems
  • Jess:
    You were really quiet this game. We talked about it though, and I won’t hold it against you too much, which is why you aren’t getting a 0. I understand your concerns. Because of that though, Ryan didn’t do or say much. Good job on figuring out the puzzles and trying to take the lead during the first puzzle. Ryan has a good chance of becoming the leader of the party, though I fear he is becoming more of a follower. Remember, paladins have strong convictions and powerful opinions. Feel free to try and develop an opinion and voice it more often!
    1 reward gem
  • Amanda:
    It was your first game, and those are always the hardest games to jump into and figure out your character. It was great that you so quickly got into Tegan and developed quirks and a personality. As it was mentioned in game though, your character came on very strong, and offensive to Rick. I place part of the blame on myself, for telling you Gnome’s have a predisposition to dislike Goblins. A few times you fell into the background, Rick and Valen somewhat taking over the point of interest. This was your first DnD game in a looong time. 1 reward gem is not a bad score, on my rating system, so be pleased with yourself. You did well.
    1 reward gem


Experience and Rewards

Quests Completed: 500XP

  • Monstrous Centipede (Huge) x 1
  • Monstrous Centipede (Small) x 4
  • Monstrous Centipede (Small) x 1 (Amanda only)
  • Dark Mantle x 1 (Amanda only)

Combat XP: 275 XP
Combat XP: 420 XP (Amanda only)

Total XP: 775 XP each
Total XP: 920 XP (Amanda only)


  • Expect a special update over the weekend. New post coming soon. Be prepared! Some changes are coming.
Session 3: Into the Depths
To new heights, and beyond!

The Players

Rriitka (Rick) is a young Goblin rogue, searching out lands South of his home, the Aviendharran Desert.

Ryan Nucleá, a Half-Orc paladin from the Southern Barrens. He searches out others who might need his help.

Valen Tanieth, a cleric of the God of the Dwarves, Moradin, finds himself journeying away from his home in the port city of Saith.


After a bit of shopping around Roamer’s Highway, Rick, Ryan, and Valen return to The Wayfarer’s Inn. They pass the remainder of the evening resting and reflecting on the previous few days of adventuring. After a few hours, the smell of supper rises into their room, and the party decides that it is time to enjoy their supper, and perhaps ready themselves to meet with Thaddeus Widdicker.

Our heroes make their way into the lobby of the inn, and instead of finding Thaddeus, they spot Sladoc and Salaam, the two Lizard-folk that had mentioned potential work earlier in the day. After grabbing their food, the adventurers join Salaam and Sladoc at their table. Salaam, friendly and open, greets the party excitedly, whereas Sladoc quietly observes them, saying nothing. Salaam seems to be especially in awe of Valen, though the party doesn’t seem to understand why.

Salaam explains to the party that he may need help searching out Padan Fayne’s Hideaway, a dungeon in the North, hidden in the Forest of Mists. The party cautiously asks Salaam many questions, and though he appears to not be telling the whole truth, they agree to hep out anyways. Satisfied with the negotiations, Salaam and Sladoc leave the party sitting at the table, to go prepare for the next morning.

As the party begins to discuss their plans and their concerns about the upcoming work, a young Goblin by the name of Ragrum interrupts them. After introducing himself, and innocently revealing his wealth to the party, the usher that he be quiet about his fortune, and they help him obtain a room. Ragrum scampers off to his bedroom, thankful of the parties help. The party, remembering the prank they had prepared to pull on Thaddeus, return to the exact table he had told them to meet him at, unbeknownst to him, a table they had previously moved to another location.

As the crowd dwindles down and the night gets old, Thaddeus finally enters the inn. He attempts to eat his food, though he is met with failure, and notices the party sitting at the wrong table. After snickering at their idiocy, he yells at them for not following his instructions. The party explains their prank, and Thaddeus, for the first time, seems impressed with them. He joins them at their table, and explains what he requires of them, before the night is over.

The party follows Thaddeus as he leads them to the cellar. He casts an incantation on the rod he had been working on, and turns to the party, attempting to cast the spell on each of them in turn. When no results appear to happen, Thaddeus mentions that he will return shortly, and storms out of the cellar angrily. A few moments pass, and then Rick notices something peculiar. Both Ryan and Valen appear to be shrinking! Unaffected by Thaddeus’ magic, Rick picks up his companions, no 6 inches and 4 inches, respectively. They discuss what they should do, and Rick agrees to go fetch Thaddeus, but not before playing another prank on him. He decides to hide Ryan and Valen, much to Ryan’s chagrin, in a crate of corn.

Ryan and Valen, sit down, waiting for Rick’s return. A few moments pass. Out of the corner of his eye, Valen notices a leaf on an ear of corn move and shudder. As he inspects closer, he sees a large spider crawl from behind it. Without wasting a moment, the spider leaps towards Valen and tears into his abdomen.

Rick reaches Thaddeus’s bedroom, and finds him sifting through papers on his desk. Glad that Thaddeus didn’t run off, leaving his friend’s tiny, Rick starts berating Thaddeus alarmingly, telling him that he shrunk his friends into oblivion. Perplexed and horrified, Thaddeus follows Rick as he leads him back to the cellar. Having believed he has inadvertently caused the death of two men, Thaddeus starts reasoning and bargaining with Rick, hoping that he won’t have to suffer for a simple mistake.

Back in the crate, Valen and Ryan still battle the spider. Ryan hears booming footsteps in the distance, as Rick and Thaddeus run down the cellar steps. Hoping they can hear him, he blows into his horn. Rick, hearing only a buzz, ignores the sound. Left to their own skill, Ryan and Valen manage to bring down the large spider, despite Valen’s grievous injury. After the creatures fall, they wait impatiently for Rick to save them from the crate and any more potentially fatal pests.

After causing Thaddeus to search some more, and making him think he has killed Rick’s companions, Rick finally fetches his friends from the crate, and places them on a table in the center of the cellar. He notifies Thaddeus of their appearance, and Thaddeus promptly returns them to their original size. Excited that his rod works, and that he isn’t a murdered, Thaddeus gratefully offers them a choice of many magical rewards. After a small disagreement, the party agrees on a choice, though Ryan retains an interest in the use of the magic items that they did not choose. He asks if he could potentially purchase the items. Thaddeus tells him perhaps, but probably not.

The heroes return to their room and prepare to sleep, knowing that they would have a long and tough day ahead of themselves.

Awaking the next day, the adventurers head to the inn’s lobby, where they briefly meet with Lenny Dartmouth and promptly ignore him. The party scarfs down their breakfast and meet with Salaam and Sladoc, wasting little time leaving the inn, and heading out. Salaam tries to briefly start up a conversation with Rick, Ryan, and Valen, but is met with what appears to be disinterest before rejoining Sladoc in navigating their path through the Forest.

After a few hours travels, the group arrives at large chasm within the forest. They ready themselves to climb down it, using two ropes tied together and to a tress. Ryan volunteers to go first, and actually slips no more than 10 away from the edge. He plummets fast, to what would potentially be death, but Sladoc and Salaam, acting quickly, yank as much of the rope that they could back up, shortening Ryan’s fall, and preventing any grievous injuries. The rest of the party carefully follows down the rope, reaching the bottom of the chasm.

With a path to the East, a path to the West, and a path to the North, the party splits up in an attempt to cover more ground and search for the entrance to Padan Fayne’s Hideaway. Valen believes he spots a cave not far in the distance, but before he can alert his friends, a horn is heard blowing in the distance. Ryan’s horn.

Ryan, who had taken the Eastern path alone, has no luck in finding any cave entrances, but instead spots a pair of Wild Boars. He approaches them cautiously, but the Wild boars, alerted to his presence, get territorial and attack him. Trying to fight back the creatures and defend himself, he eventually retreats and calls for his friends through his trusty troll bone horn.

Wasting no time, the 4 other adventurers rush to Ryan’s aid, arriving just in the knick of time, as an injured and bedraggled Ryan falls back, bleeding profusely from a tear in his neck, made by one of the Wild Boar’s tusks. The party defeats the beasts, and turn their attentions to an unconscious Ryan. Valen heals and revives his companion, and then informs the party of the cave entrance. The group follows Valen’s lead, and make their way into the depths of the cave, with Rick leading the way, searching out traps.

Slowly and carefully the party enters the cavern, and soon finds themselves descending manmade steps. The enter a dungeon, and moving carefully and cautiously, search out their surroundings, Rick disarming any traps he comes across. The party enters a large hall, but noticing nothing out of the ordinary, move into one of the side rooms they notice nearby. Rick cautions the others to stay behind and allow him to scout out the room, but as soon as he enters, Valen, followed by Ryan carelessly walk through the door-, setting off dozens of traps in the process, obliterating the party-. The party finds nothing but coal in the room, bag after bag of coal.

The party leaves the room, somewhat disappointed, and head to the next doorway they spotted, in the other corner of the hall. As Rick checks out the door, to make sure it is not trapped, Valen notices one of the stalactites on the ceiling move. He finds it strange that stalactites would grow from manmade hewn stone, and finds it even more strange that they would move. He notifies the party, rather alarmed, that something is up with the ceiling. As the rest of the adventurers now notice the stalactites, the creatures on the ceiling start to move in on them. One of the very slowly floats down, and latches onto Valen, in an attempt to suffocate him.

With a group of Darkmantle’s attacking and trying to latch onto them, the party once again fights for their lives. Rick and Sladoc dart into the room full of coal, in an attempt to lure the creatures in one by one, but Ryan, not fully recovered from his injuries, is brought down once again by a Darkmantle. Salaam and Valen stand over him, trying to protect him from the strange monsters. Rick, seeing no other choice, rushes to Ryan’s aid while Salaam tries to drag his unconscious body into the room that they had yet to enter. The heroes manage to just barely defeat the remainder of the Darkmantle, with the help of Sladoc and Salaam.

Exhausted and injured, they join Ryan in the room he was laid within, and Valen begins performing divine miracles to heal everyone. As Ryan awakes to Valen’s healing touch, Rick stares grimly at the only other door in the room. What other horrors could possibly lie beyond?


  • Branson: I enjoy Rick’s lack of trust in most strangers. I also like his willingness to prank others. He shows a good deal of cautious foresight and planning, especially when it comes to having to rely on others. We got a chance to see some real bravery last game, which was somewhat shocking, and nice to see. Watching him charge recklessly through danger to reach the Sladoc, and then back through the fray to try and help his other friends. Overall, good job. You surprised me. It shows that Rick does have some depth. I still worry about his motivations a bit, but he seems to be coming along.

2 reward gems

  • Sam: Contrary to my final critique of Branson, I think Valen’s motivation is starting to really be what drives him. Your quickness in trying to protect your friends instead of yourself, your willingness to jump up and help the naive Goblin, all great. Valen is very brave and kind. One problem is, we aren’t seeing too much depth or complexity with Valen. Granted, the opportunities haven’t really risen much yet, but I would like to see more emotion and opinion coming from him. I did enjoy your reactions to your weapon’s tassel though. Also, the moment where you had to explain the fairly obvious prank to Thaddeus, was hilarious, especially with Rick’s reaction to you explaining. I’d like to see more stuff like that.

2 reward gems

  • Jess: Ryan spent a good bit of the game pretty inactive. You didn’t say much, and were knocked unconscious (due to some unlucky rolls) twice in an hour, taking away some opportunity to roleplay. Not your fault, ofcourse, but partly why your score is low. Ryan should be feeling the pain right now, so keep that in mind for Friday. You are injured, and if you can roleplay that next game, you can potentially get the best score. One thing that you did, that worked to your benefit, was keeping with how you have played Ryan so far. You are consistent with him being a bit slow on the uptake, which, as negative as it is to the party at times, works if it is part of his character, which it seems to be. I like Ryan, and hope he doesn’t take much more damage. I would be very sad if he died. I want to see more of Ryan’s candor and thoughtfulness, especially in the upcoming game.

1 reward gem


Experience and Rewards

Quests Completed: 50 XP

  • Monstrous Spider (Large) x 1
  • Wild Boar x 2
  • Dark Mantle x 5

Combat XP: 740 XP

Total: 790 XP each


  • We never finished the dungeon in this game. Next session will be a continuation of this game.
  • Amanda will be joining us this coming Friday. I want her to join at the beginning of the game, so some facts about the dungeon may change slightly. We will see how best to introduce her though. I do have an idea.
Session 2: Settling Inn
Friendly faces and brand new places.

The Players

Rriitka (Rick) is a young Goblin rogue, searching out lands South of his home, the Aviendharran Desert.

Ryan Nucleá, a Half-Orc paladin from the Southern Barrens. He searches out others who might need his help.

Valen Tanieth, a cleric of the God of the Dwarves, Moradin, finds himself journeying away from his home in the port city of Saith.


The adventurers stand within the Mossy Kobold Nest, the leader and his followers slain. Proud of their accomplishment, and set on returning to the merchant caravan, the party begins to head back. Ryan Nucleá begins fathering the bodies of the fallen Kobolds, and laying them outside of their nest, in a respectable manner, with the help of Valen Tanieth, the work is finished quickly. Meanwhile, Rriitka (Rick) remains behind in the nest, searching it out for any interesting knick knacks and goods. After a bit of time, and with Valen joining in the search, the two manage to find a good bit of treasure and useful items. The party then gathers together their horses, and leaves the Kobold nest behind.

They arrive back at the merchant camp, and speak with Stan, who is grateful for the return of the horses. As the horses are saddled to the wagons, and everyone packs the campsite to leave, the adventurers barter with the merchants on their newly acquired goods, and make a good bit of coin. Without much left to do at the camp, the heroes return to their travels.

They sleep and pass the time, in the back of the wagons. Shortly before noon, the party awakens, except for Ryan who spent most of his night awake. Rick and Valen go on a small walk when the wagons stop for lunch, making sure they are not being followed. After walking for a small while, they come across a vegetable cart coming their way. Rick hops in the back of the wagon rather sneakily and hitches a ride back to where the merchants had pulled over. Valen, taking the more upfront approach, slays the farmer driving the wagon, and steals his vegetable cart asks for a ride. After asking the farmer for a ride, Valen hops on the front seat beside him, talking of vegetables and traveling. Rick, confused by the looks of a pumpkin, manages to sneakily ask Valen to find out what it is. Valen purchases the pumpkin for Rick, just as Rick sneaks out the back of the cart, and continues to watch their trail.

Meanwhile, Ryan, left alone and asleep in the back of a wagon, is woken up by the merchants, offering him lunch. One of the merchants that had travelled with the caravan and stopped by to give Ryan an estimate on the worth of the gems the party had brought to him. Ryan finalizes a sale, for less than it’s worth, and eats his lunch. After realizing his friends are not with the merchants, he trots off to find them. It isn’t long before he comes across the vegetable cart heading his way. Valen hops out of the cart before buying a few bushels of vegetables, and joins Ryan. The two head back to the merchant wagons, as Valen notifies Ryan that Rick is simply scouting their trail.

When the two arrive back, the merchants are readying to leave. With Rick not back, Ryan runs off to find him while Valen stays behind eating his lunch. When Ryan finds Rick scouting the road, he informs him that the caravan is getting ready to leave, and that the two of them should rush back. They arrive before the merchants head back on the road, and once again, they make themselves comfortable in the back of a wagon.

Night falls and the heroes finally reach their destination. Numerous carts and wagons are settled along the road, and the 3 that are part of their caravan pull over as well. Not far off down the road lies The Wayfarer’s Inn. The party says their goodbyes to the merchants, and they warn Stan, claiming that he should watch Grant and Carrus carefully.

The party enter The Wayfarer’s Inn and are surprised at how loud and crowded it is. There is a song being sung by a bard, heard just barely over the noise of a crowd.

Look at me,
I’m Mac Magee.
The greatest man In history.
I’ve slain fifty Orc,
With a knife, spoon, and fork!
My name is Mac Magee!

Rick wastes no time in searching out the source of the music. He finds an Elan Elan, an Elven bard. He motions for Elan and holds out a gold piece, asking if he knew anyone of ill repute. Elan feigned interest until Rick laid out another gold piece. After a little bit of thought, Elan told Rick to meet him in 2 days, and he would introduce him to some friends.

While Rick is busy talking to the bard, Ryan and Valen approach the bartender. He is busy preparing drinks and watching his customers, but they signal for him. He heads over to them, and Valen hands him a letter, asking for Derring Cook. The bartender refuses to acknowledge where Derring Cook is unless one of them could manage to beat him at arm-wrestling. He turns pointedly to Ryan, and Ryan agrees to challenge him. For 6 full seconds they struggle to pin one another’s arms, before the bartender rather easily slams Ryan’s hand to the table. His victory is short lived as Ryan is soon knocked over the countertop and onto the floor behind the bar. The bartender helps Ryan up, and the two are greeted to a brawl breaking out before them.

As the fight breaks out, Elan runs up the steps, escaping towards his room, Rick follows him, to try and see where he is headed off towards. The bartender, wasting no time, hops over his countertop, yelling for Valen and Ryan to help him. The 3 battle the drunks, side by side, and are soon joined by Rick. As Valen manages to throw out one drunk, and use spells to cause 2 others to leave the building, the bartender, Ryan, and Rick manage to non-lethally beat a few of the ruffians into unconsciousness. About a minute into the fight, Rick pulls out oil and matches, and attempts to shoot fire into the air, to scare the drunks into leaving the establishment. His idea is hardly implemented before all of the riff raff begins falling unconscious, as if by magic.

Thaddeus Widdicker stands at the base of the stairs to the second floor. He places to wands back into his pockets, and heads back up the stairs. The bartender, now that the fight had ended, rushes out of the building to gather the guard to help remove the ruffians and drunks. He tells the 3 adventurers to wait off to the side. Sitting at the bar, Ryan and Valen begin drinking from patron’s mugs that were left unturned.

The bartender soon returns, and begins clearing out the tavern and cleaning up the mess. He stops by the adventurers to thank them for their help, and to reveal that he is Derring Cook. He takes the letter addressed to him, and tells them he knows why they are here. After offering them a meal and place to stay, he goes back to tending to the clean-up of his tavern. The party find their room, and after eating their meals, head off to sleep.

They awake the next morning and head down to the tavern lobby for breakfast. It is there where they meet with Rem Thistlebush, Cook’s assistant. Rem informs them that Cook is currently attending to business, but that he was informed of their situation, and that they are more than welcome to search out some work from their patrons. The party eats their breakfast and spies a few strange clientele. They then discuss who they should seek work from.

Before making any decisions, Ryan is approached by a man from Aviendharra, by the name of Thöm Rhüt’hollyn. The man asks Ryan if he would be willing to have a friendly brawl. He goes on to explain that he is part of The Aviendharran Honor, an order of brawlers who respect the art of unarmed fighting, and that he is training for a tournament. Ryan agrees to help him, despite the reservations of his friends.

While Ryan talks with Thöm, there are two Lizard folk nearby, Sladoc and Salaam, who had been whispering excitedly to each other, and had managed to catch the attention of Rick. They begin to leave the tavern, when Rick suddenly chases after them and offer his services should they need him. They deliberate briefly before they turn to him and tell him that they will find him tomorrow. Rick returns to his friends with the new of potential employment.

Thöm leaves the tavern, with Ryan agreeing to join him shortly. Before the party heads out to watch and enjoy Ryan imminent beating by Thöm, they decide to quickly stop by and talk to the familiar looking Gnome sitting at a nearby table, tinkering with a strange mechanism. The Gnome introduces himself as Thaddeus Widdicker, and discusses briefly with the party of his trade as an inventor of magical items. He tells them that he is working on a device to make people shrink and grow at different rates, and asks that if they are free this very night, and if they would be willing to help him test it out. The party agrees with some reservations, and Thaddeus excitedly leaves the table, but not before turning the tassel tied to Valen’s weapon, purple.

The adventurers leave the Inn and find Thöm practicing for his brawl with Ryan. The catch up to him, and the four head into the woods, and walk until they enter a large clearing. Taking a stance on the sidelines, and making a friendly wager, Rick and Valen stand aside. Ryan jumps into the fray immediately and begins striking at Thöm. Much to everyone’s surprise, especially Rick’s, Ryan manages to land quite a few blows, and even seems to have the upper hand, until finally, Thöm manages to bring Ryan down.

Impressed with Ryan’s tenacity, courage, and skill, Thöm invites Ryan to be a member of his order. Ryan accepts a token of The Aviendharran Honor, as Valen begins healing the two friendly brawlers. Satisfied with the outcome of the fight, the heroes and Thöm return back to The Wayfarer’s Inn.


I’ll be adding rp gem scores from now on. They will be a simplified version of what we had in Branson’s campaigns. Since they cannot be used for experience, they will simply remain as whole points, without any specific break-down. My ratings will be purely based off of how well you tried to play in character, and how many times you had an out of character moment.

  • Branson: You did a good job this game. We all know it and expect it from you. I really liked how Rick played cautious and paranoid. His untrusting nature is playing out well and interestingly. I like how he tries to connect people he doesn’t trust, like the bard and Rem. I really liked your confusion with hand-shaking. It was a great and very comical addition to your character. I look forward to seeing more of Rick’s confusion with society. No major complaints though. Is Rick’s sole aim to make money? He seems to understand money’s worth, but I’ve noticed he also seems to have a degree of confusion about how it’s implemented into society? Maybe I’m just looking into that aspect weirdly. Either way, good game.

5 reward gems(includes Session 1 gems)

  • Sam: I really enjoy Valen. I’m excited to see how he progresses, and I think he has a lot of potential, in regards to character growth. I notice the vocal inflections, and I liked your admonished reaction to the Thaddeus’s prank. I do have a few concerns about your character’s willingness to follow Rick. I wonder if it is Sam following Branson, or if it’s Valen following a Goblin thief who makes questionable choices at times. Still, Valen is incredibly interesting. I like how he steps to the front and is usually one of the first PCs to jump into an RP situation.

4 reward gems(includes Session 1 gems)

  • Jess: I really like how your character is willing to voice his preferences and his approval or disapproval of certain actions. The fact that you want to stop the thief from stealing from assholes, the fact that you have a very unassuming and trusting nature. It’s all really great, and you aren’t afraid to butt heads with Rick on the morality of actions. Feel free to be more vocal about it, though. Anyways, good job this game. You did lose interest by the end of the game, but I understand why. Stay tuned, there will be plenty to hold your interest throughout the duration of the game, and soon.

4 reward gems(includes Session 1 gems)


Experience and Rewards

Quests Completed: 250 XP each

  • Drunk x 6

Combat XP: 450 / 3 = 150 XP each


  • Jess and Sam will receive a little bit extra for their magic items, to make them slightly more on par with Branson’s magic item.
  • Amanda is interested in joining. We discussed it briefly, we will see how we can potentially fit in a new player.
Session 1: Trailing the Horse Thieves
The beginning of an adventure.

The Players

Rriitka (Rick) is a young Goblin rogue, searching out lands South of his home, the Aviendharran Desert.

Ryan Nucleá, a Half-Orc paladin from the Southern Barrens. He searches out others who might need his help.

Valen Tanieth, a cleric of the God of the Dwarves, Moradin, finds himself journeying away from his home in the port city of Saith.


After another long day of traveling, and a quick rest at the behest of the merchants they had been protecting, it is back in the rear of a wagon that our adventurers find themselves once again. It is along Roamer’s Highway that the 3 companions now travel, heading towards The Wayfarer’s Inn, where they were chosen from their order, The People’s Blades, to search and help out an old friend.

They pass the remaining hours of the day, talking and jesting with one another, becoming comfortable in each other’s company. The wagons soon slow to a stop, and the merchants call out to the party of adventurers to help them unload and set up camp. As Rick and Valen begin unloading their own wagon, Ryan inattentively makes his way over to two gruff hired hands, Grant and Carrus currently unloading another wagon. It takes little effort for the two friends to smugly trick Ryan into doing their work for them.

As night soon comes, Rick and Valen once again find themselves in each other’s company as they agree to begin making rounds along the campsite they had set up. Ryan, on the other hand, follows his nose and rumbling stomach to the roasting mutton cooking on a campfire. With mutton in one hand, and ale in the other, he finds his companions and informs them that supper is ready. As they get their dinner, they briefly meet with Mary, the hired cook, and Stan, one of the merchants leading the caravan. After a short discussion about The Wayfarer’s Inn with Jasper, the caravan’s navigator, the party decides it is time to head to sleep, with Rick taking first watch over the campgrounds.

As Ryan and Valen find themselves drifting off into sleep, Rick climbs his way to the top of a tree, where he can watch over his fellow travelers. The forest remains silent, and after a couple hours pass by, Rick hops down from his perch and awakens Ryan rather playfully, by pinching his nose shut and chuckling when he jumps awake. Ryan, having seen Rick climb the tree for his watch, decides to do so as well. Though the branches strain under his weight, they manage to hold tight. Soon, Rick falls asleep, and Ryan, proud of his responsibility, decides to not only take his own watch, but also Valen’s watch as well. As time passes by into the early morning, Ryan finds his attention drawn elsewhere, towards a rustle in a nearby bush. He contemplates waking his friends, but decides against it. He spends a few moments, following the rustle noises, before deciding it is nothing harmless, and as he turns back to his post, he hears a strange noise of in the distance. A light clinking sound.

Ryan rushes into the middle of the camp and peers closely at his surroundings. He counts all three wagons. He notices all of their crates and barrels, where they should be. He nods contentedly in the direction of the two trees where their six horses had previously been tied to. Everything was in or – horses? Ryan turned his attention back to the trees. No horses were there. Without wasting a moment, he rushes to his companions and awakens them with the terrible news.

Ryan and Valen begin to quickly don their armor, knowing that they have little time to spare, while Rick makes his way around the camp, awakening the merchants and informing them of their trouble. As everyone in the camp gathers, there is a quick agreement, someone needs to go after those horses. Rick, Valen, and Ryan volunteer themselves, and rush to where the horses were tied. The tracks were easy to spot, the hooves of six horses disappeared into the forest. With grim determination, the adventurers followed suit, with Rick scouting ahead.

It isn’t long before the Rogue finds himself far beyond his companions, and creeping into a situation quite precarious. In a familiar language, he hears strange and quiet murmuring. As Rick sneaks through the brush, he spies four Kobolds, speaking in their a strange, yet mostly familiar dialect of Draconic. Knowing his friends are fast approaching, Rick quietly passes by the small squad of Kobolds, and climbs up a tree, waiting for them to be distracted by the arriving Paladin and Cleric.

After losing sight of their Goblin friend, Valen and Ryan continue following the path left by the 6 horses, as quietly as they can, in their loud and clinking armor. They are surprised when, awaiting along the middle of a trail is not their companion Rick, but instead a group of Kobolds. With the horse thieves suddenly apparent, Valen and Ryan charge towards the beasts, but not before an arrow pierces the skull of the closest creature. Shocked only for a moment, everyone turns towards the tree where Rick openly sits upon a branch, grinning.

The group dispatches all but one of the Kobolds, who manages to quickly escape into the forest, carrying with him a large sack. The adventurers lose sight of him and decide that the best course of action is to keep traveling along the trail, and quickly.

Soon enough, once again scouting ahead, Rick finds himself approaching some sparse ruins. The tracks of the Kobolds seem to disappear, and Rick contents himself with examining the area as his friends arrive. When Valen and Ryan catch up, all three adventurers end up spotting a mostly whole building which they decide to check out. After finding nothing, the three turn to leave, when suddenly, the Kobold who had previously escaped them comes barging hurriedly into the room. He is shocked to see them, and tries to escape, but the group strikes him down quickly, and when they do so, a sack he was carrying, falls on the ground making a strange thud. The party realizes they are standing over a trap door.

With little debate, Rick convinces his companions to let him scout out the depths of the trap door alone, and that they should follow after he deems it safe. They agree, and he stealthily makes his way into the darkness. Rock spots a room full of sleeping Kobolds. His hand tenses on his knife as he considers killing them as they sleep, but he moves on. He comes across a chamber, and inside it he hears strange stomping and muttering. He realizes that the horses were being hidden inside the room, and with them, the Kobold leader was giving orders to some of his minions. After realizing that the Kobolds would be making their way out, he races back towards to entrance, to help his friends prepare an ambush.

Without delay, the heroes hide and wait, watching the trap door. When 3 Kobolds emerge, discussing money and stupid merchants, Valen slams the trap door shut behind them. Shocked the Kobolds don’t immediate react. They are all quickly struck down by the heroes yet again. Rick tells the others what he saw and they all agree to head down into the depths to put an end to the lives of the horse thieves. Ryan has reservations about acting as such, but after seeing the necessary determination in his friends, he allows them to take the lead.

Into the depths the three go, Valen and Ryan hanging back so that their armor wouldn’t give away their position. Rick slinks back to the room where the sleeping Kobolds still lay, and swiftly, without waking a single one, he slices their throats in their sleep, insuring that none would wake again. Satisfied with completion, he then makes his way to the chambers of the Kobold leader. Noting it empty save the singular leader sitting upon a makeshift throne, Rick decides to take his chances. He starts creeping towards the leader. He is noticed almost immediately, and the leader shouts for his guards, and withdraws a sword. Rick begins hooting like an owl, to draw his friends to him as he soon became surrounded. Without wasting a moment, Valen and Ryan charged into the room. With their weapons raised, the three heroes struck down the remainder of the Kobold clan, as the leader shouted and cursed at them for killing his people. Only one small Kobold minion remained, and as he attempted to run off, both Valen and Rick gave chase, vowing to not let him escape. Before the small creature reaches the entrance of the cave, he immediately falls over, succumbing quickly to his wombs.

Ryan, remaining behind, begins checking on the vitals of the Kobolds they felled, hoping that one of them survived, but is disappointed to find out that all in the room had perished. When they others return, they discuss their next course of action. Spotting the horses among blood and carnage, in what was most likely a slaughtering room, the group decides to ransack the cavern of any useful belongings, and then make their way back to the merchant’s camp.


This was the first game, and everyone is still figuring out their characters, just like I am still figuring out the campaign. No one did spectacularly, but everyone did well beyond my expectations. Before this game, I didn’t even know what your races or classes were, so the fact that we were all able to adapt somewhat quickly is a good sign.

I will not be adding RP gem scores on here just yet. I need to figure out a decent grading system before doing so. If you guys want me to post scores on here, for the world to see, let me know in the comments.

  • Branson: In regards to roleplaying, I think you did rather well this game. You definitely portrayed a Goblin rogue as I would have expected one to act. I see a lot of potential with Rick and if he ever grows more as a character, I can see him becoming conflicted with what needs to be done, and the morality of it. You gave him a voice and a personality, and I couldn’t ask for much more than that for this game.
  • Sam: You did a great job as Valen this session. I noticed the deeper-tone that you added, to sound more “dwarf-like”, and I also noticed the manner in which you spoke, almost as if trying to seem more benevolent. Valen wasn’t given a lot of opportunity to interact with NPCs, so I didn’t get to talk with you much, personally, but I did notice the few times you and Branson had in character discussions. I like the effort, and I like the character
  • Jess: I was actually impressed with a few things you did in this game. Some of your actions really stood out as unexpectedly awesome. When you tried to dissuade Rick from killing the sleeping Kobolds because it wasn’t right, and when you decided to check on the welfare of the Kobold leader instead of chasing after the survivor with the others. There were a few moments where you lost interest, and I understand things did move slow, but overall you did a good job. I’m glad you are putting thought into your characters actions and motives.


Experience and Rewards

Quest Completed: 200 XP each

  • Kobold x 18
  • Kobold Leader x 1

Combat XP: 2100 / 3 = 700 XP each


  • I have updated the previous blog post with rules. Please be sure to read them.
  • The wiki page, and the characters page have also been updated.
  • I would like you each to work on your character pages. If there are any “secrets” about your character’s backstory, then please let me know via private message or email.
  • I would like to roll one magic item for each of you. We can figure this out next meeting, or we can do it individually. If you have a special request, speak to me about it.
Introduction - The Wayfarer's Inn
An introduction on what to expect.

Hey guys. It’s been a while since we last played Dungeons and Dragons. Usually my campaigns end up running short due to my busy school schedule, and the fact that I live 3 hours away. That really cuts into planning time.

Those are excuses though, and I’m here to share some hope. Now that I have graduated, I will have much more free time, until I get a job, that is. But for now, I have none, and we will cross the bridge of availability and schedules when we come to it.

Now, I have DMed before, though it is not something I have had too much practice in. You guys are good friends, and I know you will be understanding of my beginner skill level at DMing, but I promise you guys, I have a campaign prepared, unlike any we have played before.

Onto the details.


  • We are playing by the Pathfinder ruleset.
  • Favored class bonus is interchangeable per level. Either +1 HP or +1 SP.
  • Aside from racial weapon proficiencies, we are going by Weapon Group Proficiencies.
  • You may choose to either roll for HP or you may choose to go with the average of the dice roll. If you roll, you are only allowed a single dice roll. If you decide to go with the average, every odd level is the higher average, and every even level is the lower average.
  • All characters automatically have Point Blank Range and Weapon Finesse as feats.
  • This is a highly magical campaign. We are going by Epic Fantasy ability point allocation.
  • Knowledge skill cost 1/2 of a skill point, to raise a rank.
  • (new) I am implementing reward gems. They cannot be used for XP, though I may integrate a magic item system. You guys would all like that, wouldn’t you?
  • (new) Starting gold is the average for your class at level 1 times 2. You may spend over your starting gold, when preparing your character, but then you start the game in debt, twice what you spent. I must approve this before you do it. Leftover gold is pocketed by your character.
  • (new) I am working on some new ideas with professions and crafts. Avoid adding skill points into those for now.


General PC knowledge for those who read our blog, but not our wiki.

The Setting

This campaign is meant to be an easy going and light-hearted adventure. I want this to be fun and quirky. While there will be an overall story arch and quest, I will be starting you guys off before then.

The main setting for the campaign takes place at The Wayfarer’s Inn, where you all are seeking temporary employment and rest. The Wayfarer’s Inn is a place of opportunity, resting along well travelled trader’s routes. Here you will hear of rumors, be offered work by interesting and strange clientele, or be dragged unwillingly into an adventure. What you do and who you choose to help is up to you, but as long as you stay at the Wayfarer’s Inn, trouble and adventure will always find it’s way.

If you guys (players) have any questions, you know how to contact me.



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.