Delving in Konrarakas

To the Lost City

Having ransacked the dwarven armory, the party turned its attention to the unexplored room. Before the door was even breached, slurping sounds were heard from the interior of the room which promptly stopped as Drax kicked the door in. Anticipating an oncoming battle, Lucian hasted the party as they strode forward. The floor was strewn with myriad bones, increasing as the party neared and ascended the spiral stairs to one end. Waiting for them were a pair of bone-slurping tentacled undead. Thsera leapt up the stairs and promptly engaged the enemy, quickly joined by Cylgar and VeldrinChath. Lucian fired arrows from below as Drax joined the fray up the stairs. The monk pummeled the beasts as they lashed about with their tentacles grabbing Drax by the neck and severely injuring him. Cylgar brambled his club and scored a hit, along with Veldrin and Lucian. Drax managed to break free of its grasp and raged himself into better combat form. Thsera pounded her adversary back to its grave, but the remaining foe lashed at Cylgar dealing a savage blow. Fortunately, Cylgar too managed to escape and dealt some more damage in return. Veldrin managed to hit the bone slurper and narrowly managed not to hit Thsera. Drax then finished the battle with a swing of his blade.

After a brief pause for some much-needed healing, Lucian led the way through the door at the top of the stairs to begin searching the even deeper pile of bones beyond. Much to the party’s dismay, the bones began rising and swirling, boning Lucian in the process. Veldrin managed to land a couple of blows on the forming serpentine torrent of bones as Lucian renewed his haste spell. Thsera then managed to damage it before it fell with great fury upon Lucian who nearly parted with his skeletal system. Drax joined the battle but didn’t manage to be as useful in this fight. Cylgar showed the bone-snake his moon power but apparently wasn’t impressive enough. Veldrin landed another hit as Lucian wisely ran his skeleton away from the monstrosity trying to lay claim to his skull. The druid then sent a column of fire into the heart of the flailing bones and Veldrin struck a few final blows such that the serpent was unformed. Loot scattered amongst the debris included a Scimitar of Wounding which VeldrinChath found of especial interest.

The bone fiends did not (quite) destroy the party of adventurers, thus it made them stronger. After that much action, they needed time to rest, heal, and go over their improving skills. Following an uneventful rest period, they set out once again in quest for the upper world. A secret door proved an irresistible detour, leading to an interminably-long set of stairs. Eventually the stairs led to a cavern which opened into the chasm on one side. The other held the hoard of the dragon slewn recently above. Lucian persuaded Thsera that relinquishing the bag of holding would be in the best interest of her holy cause, and the group proceeded to collect anything of notable value. Lucian was especially pleased to find a scintillating robe to match his personality – a few twirls in the which were sufficient to turn him into a one-elf disco.

Returning to the main egress, the party approached another branch of the chasm, crossed by a stone bridge with battlements visible on the other side. Thsera led the way across the bridge, but it was Cylgar who was able to get beyond the portcullis as a snake in order to open it from the other side. After hiking down an extensive passage, the adventurers came to a wide cavern containing several rooms. At the final room, some sounds of occupancy could be heard within but the door could not be opened. Since the inhabitant was aware of the group’s attempts to open the door, the group decided to try to wait it out. This did not take long, since the long-tongued brute within burst forth and hit Thsera but didn’t manage to get its tongue into the wound. Veldrin made full use of his new skills and scimitar by slitting the monster’s throat and then knocking its head the rest of the way off with his mace.

Another long passage led on to an immense cavern containing an abandoned city. Since the group was looking for the way out of the city, they explored the periphery. To the right side of the city, they came to a palace with immense stone doors not amenable to opening from the outside. Cylgar became an owl to access the structure from an upper window. When he was unable to work the enormous door bolt alone, Lucian provided spider-climb spells to send the rest of the party in. With any luck, the palace would contain the passage upward.

Across the Great Divide

Following the visit to the mummies, the team took a trip to the mess hall. Apart from a mishap of the monk deciding to try her hand at thievery and taking a dart from a chest, there was some reasonable loot to be had but no battles to be fought.

Taking the middle path, then, led the party some 20 miles to a windy chasm. Cylgar decided to fly across, sprouting bat wings in the process rather than turning into a bird which would have been swept away. As this was going on, VeldrinChath cast a resist-cold spell on Thsera. After Cylgar secured the rope, Drax and Thsera soon followed and a peculiar-looking drow barred their path. Finding that the party would not be dissuaded, the drow revealed his draconic nature heralded by an icy blast. A haste spell from the beguiler facilitated the rest making it across in a timely manner. Cylgar cast a stronger resistance spell on the group, only to be rewarded by an arrow in the back from a sheepish-looking VeldrinChath, who then advanced to engage the dragon. Thsera in a flanking position nearly ripped the dragon’s throat out, as Lucian managed to underwhelm the ailing beast. Drax then arrived on the scene to put an end to the battle. After harvesting as much of the dragon as they could, the team set off to hopefully find the dragon’s lair.

In the room beyond, a pair of trapped dragon statues were deftly disarmed by Lucian. The left door off the room led to a short hall onto which was attached two more doors. Cylgar failed repeatedly to open one, while Drax blasted through the other revealing a room with a undead bearded half-fiend. The hirsute abomination bearded Drax mightily, weakening the barbarian in the process but taking a firm blow in retaliation. It then fled into invisibility, but was thwarted as the beguiler lent some of his sparkle to the foe. Veldrin attacked and missed, but a spell of cure-serious-wounds from the druid coupled with several solid hits from the barbarian’s sword finished the fight. The party was rewarded for their efforts with a magical ring and sceptre.

Back to the other door, Cylgar finally managed to break it in, allowing the party to loot the bedroom closet.

At the opposite side of the chamber with the dragon statues, a couple chests held some interesting finds. The wanderer found some stairs leading downward — little interest to the rest of the party save the barbarian. At its base was a room with a horrid undead hound-beast guarding a metal door. Veldrin tested out a skill not-yet-used in the adventure and surrounded himself with a cloud of blackness as he advanced to attack with Drax quick to the flanking position. Veldrin hit the brute, but when it attempted to retaliate it forgot its enemy only to be reminded by a vicious blow to its neck. Its next attack was more successful, and Veldrin released the cloud as it hindered friend more than foe. Shortly the rest of the party, drawn to the noise of the battle, arrived on the scene to join the fray. Drax and Thsera teamed up to do solid damage, and Cylgar used the healing wand as a coup de grace.

Cylgar then rusted the door revealing an armory beyond. The party took the opportunity to do a mass magic-detection of their prior booty.

While a productive haul, the party still hadn’t managed to locate anything resembling a dragon’s hoard. Their rest was well-earned nonetheless.

Beyond the Murder Holes

After trudging along the river road for several hours, the party was halted by a fissure in the wall though which scraping sounds could be heard. Lucian prepared invisibility and haste spells as the group awaited their approaching guest. As soon as the lumbering umber hulk made its way through the fissure, it was greeted by hits from Drax, VeldrinChath, and Thsera with a flaming sphere sent by Cylgar and a slow spell from Lucian. It managed to bite Thsera and Drax scarpered off before it succumbed to more blows from Thsera and VeldrinChath. Retracing the fissure to its lair, the party found some new equipment to use in their plight, including a two-handed sword in runed black scabbard for the barbarian, and a ring with some wicked-seeming elvish runes which was taken up by the wicked-seeming elf.

Returning to the road, it didn’t take long before the dwarf spied the door and revealed it to the rest. The dwarvish statuette turned out to be the key to open it, and beyond the group was confronted with a room whose central path is completely surrounded by slits. The party decided they didn’t trust the trap-appearance of the room, and spider-climbed along the ceiling rather than taking the obvious road. On the far end of the room, a pair of portculli blocked further progress. With a bit of effort applied to the first, they got it up about 12” – enough to get in between the two. The second, however, was more recalcitrant. Cylgar became a viper to allow him passage to a winching mechanism beyond, but that only operated the first portcullis. He disarmed the ballistas aimed through the grate, and a rusting touch from him decrepified a passage through the second portcullis.

From the lit room beyond, the adventurers chose a passage that took them up to a room with several slabs with bodies and another winch mechanism. A spell from the beguiler revealed a necromantic glyph so he webbed the 6 smaller bodies in preparation for the group’s assault on the trap. Drax marched to the winch which awoke the bodies and activated a very loud horn.

Veldrin hurled a couple of the ballista bolts into the large one, and Lucian missed with his bow. Drax and Thsera moved closer to prepare for combat. Cylgar fired a moonbeam at the largest foe, as 3 of the smaller managed to fight off the web enough to arise. Veldrin threw another bolt into one of these, but Lucian and Drax froze in fear. Thsera stumbled spectacularly in an attack of the large creature which ended with her managing to hit it anyway. Cylgar hurled an ice lance to satisfying effect. Veldrin then attacked one of the smaller and closer enemies while Thsera pummeled the large one. Cylgar made use of positive energy on the closest smaller enemy to cure it to death. The large foe finally found its movement and attacked Thsera, causing a rotting blight to infest her arm. One of the smaller ones made its way out of the web and attacked Drax. Veldrin attacked another of the smaller creatures, and Lucian regained his wits sufficiently to shoot an acid arrow into the large one. Drax finally gained his opportunity to use his new blade – solid black with an indistinct edge to it – and used it to promptly slay the large foe. Cylgar laughed as he moved into a better position but was cut short as one of the remaining creatures hit and attempted to slam him. Another dealt Drax a grievous wound but was quickly dispatched by VeldrinChath. Drax and Cylgar killed two more while Lucian and Thsera were less effectual with their attacks. Drax dispatched yet another and everyone in the party who fought hand-to-hand waded into the web to deal with the remaining. Hits from Thsera, Cylgar, and even Lucian’s bow weakened the last fiend, allowing Drax to deal the finishing blow. Apart from a healing wand in the slab of the ogrish mummy, these foes only contributed some mundane dwarven gear to the party’s interests.

Thsera’s rot was able to be cured, but with Drax’s serious injury the party was forced to rest before trying any other passages.

Take me to the River

The party of intrepid adventurers, having rescued the dwarven monk, resumed pursuing the flow of offal in search of escape. Their next tunnel granted them the mercy of having a dry path alongside the sewage which eventually opened into a long and slightly wider room.

As Drax led the way, he and his mail were nearly cloven in twain as a blade trap slung an adamantite scythe through him. The newest member earned her keep by pulling the barbarian from the flow and stabilizing his wounds. Foes on both sides of the stream were revealed, and VeldrinChath charged a hobgoblin on the right, exchanging blows. Cylgar conjured an ice lance which made short work of one of the enemy. The goblins added magic to their might in laying down a web to encumber the heroes. Suddenly, a giant of fire was conjured by the beguiler, setting blaze to a path and striking terror into the hearts of the enemy. Veldrin dispatched his combatant and made to engage another nearby. In their retaliation, the goblins sent forth another spell, hit Veldrin, and hurled spears at the flaming brute and the druid. As the party slowly advanced, Veldrin managed to slay his remaining foe, and the threat of the Fiery Man finally was too much for the remaining enemies, as one fled to the river of filth, never to be seen again, and the wizard and another fled through a door.

Part of the party then tended to wounds and the adamantite scythe, while the monk and wanderer gave pursuit downward through the hall beyond. The rest of the party soon rejoined. Overtaking the fleeing quarry, the dwarf weilded iron fists, as only a dwarven monk could. Veldrin crashed into the wall, as only a blind pursuer could. A cold spell injures the wanderer, but caused fatal collateral damage to the goblin warrior. A poison globule caused harm to neither friend nor foe. After a blanket of silence descended, the monk succeeded in pounding the goblin spellslinger whereas the goblin failed in its attack against the barbarian. Drax repaid insult with injury and wounded the fiend. Cylgar sent a thunderhead against the spellcaster, while Lucian was less effective in his endeavors. The team joined forces to finish the battle, with Veldrin and Thsera landing blows, and a haste spell from Lucian allowing them to repeat the process.

Thereafter, their wanderings found fresher air as the door from this last room finally led out into the caverns containing the underground river which promised eventual egress. After a brief pause for much-needed baths, the party took up the path which gradually improved revealing dwarven workmanship. From strewn boulders to the side of the path, though, more enemy were to be found. The battle began with the bang of a great fireball, but then was mired by a web cast by enemy spellcasters. Cylgar summoned dire wolves, and a goblin near Drax dealt him a savage blow. Veldrin managed to skirt the web enough to kill one of the attackers, and the barbarian mustered his forces into a frightful rage. Thsera reached the spellcasters and succeeded in landing a blow, but was rewarded with a magic missile. The dire wolves were made even more effective with a haste spell from Lucian, and made quick work of the goblin fighters. Seeking a quick way through the water around the icy barricade the spellcasters raised, Veldrin hopped on the back of one of the wolves. The effort was unnecessary, though, as Thsera slew the last of the enemy.

The heroes, many nearly depleted, were rewarded with a chance to rest and recouperate, to heal their wounds. Yet, they emerged from their ordeals stronger and greater than when they began as they readied themselves for the ascent toward the light.

Sh*t! An Ambush!

Leaving the lair of the filth-eater troll, the adventurers were granted a reprieve by a walkway that went alongside the flow of sewage. Eventually they found themselves in yet another room with the walkway continuing along one side to the opposite end. As they carefully made their way to the other side, Lucian noticed a secret door on the side. Further investigation revealed a small nozzle suspicious for a poison gas trap. As attempts to disarm it were unsuccessful, the party agreed that it would be a good idea to clear the exit from the room before triggering the trap with opening the secret door.

The drainage tunnel was wider than the entry and went a short ways before meeting with a heavily secured gate. Just as Lucian and Veldrin were working to open the gate, the party was attacked. A large ballista bolt narrowly missed Lucian’s head – trying to eliminate what memories the rock blow had allowed to remain. A vial missed Veldrin and failed to shatter. Drax was not so fortunate as his vial enveloped him in caustic nauseating gas.

No one knew yet who their attackers were – only that the attack vaguely came from the direction in which they entered. Hasty preparations were made to deal with the unknown assailants. Lucian made himself invisible while VeldrinChath protected himself from further poison attacks. The timing was fortunate in that shortly an arrow struck him. Cylgar made steps to drive away the darkness, finally finding a use for the stone he had liberated from the drow mines. His sun-stone revealed 4 drow in a balcony, the female of which was quick to send a ray of dark energy in his direction which failed to find its mark. Drax remained sickened, but managed to open the secret passage, resulting in the release of yet more of the noxious gas.

With a defined target, the crew went about attacking them. Lucian hasted himself and Cylgar, who turned the stone under the drow’s feet to spikes, injuring them and slowing their movement. Hurling his sun-stone into their midst dazzled their sensitive eyes, while Lucian afflicted them with vertigo causing one to topple into the grime forthwith.

The female managed to back up beyond the effect of the spikes, while the remaining drow were ineffective. Veldrin moved into the secret tunnel, but the spikes in the balcony above prevented him from taking further action until everything in the area had been dealt with. Cylgar made efforts to advance that goal by summoning an earth elemental which charged a drow knocking it over the edge to join the first. He then transformed into a squid in order to deal with the first drow who had fallen in. Drax strode toward the second. Lucian self-xeroxed and started climbing the walls and ceiling to come after the drow female.

The female spell-slinger found this sight a bit intimidating and took away the beguiler’s spells, dropping him onto the squid below. The remaining archer fired his bow at Veldrin behind the door, but the door provided more than ample cover. As Lucian made his way toward the secret passage, Cylgar grappled the first drow to drag him under and drown him and Drax nearly split the second in two. The earth elemental knocked the final drow off the balcony into the slime, never to re-emerge. The sound of grating stone suggested the female had chosen to try to escape rather than attack, and Lucian sent word to Cylgar that the spikes were no longer needed.

With the spikes gone, Veldrin and Lucian rushed onto the balcony to pursue the female, only to find a stone door before them. The earth elemental was able to go through much more easily than the elves, but he would not be long remaining on this plane and so couldn’t be counted on to be as effective against the spellcaster as it was against the archers. The rest of the party arrived and tried to remove the obstacle. Disabling the latching apparatus was ineffective, and attacking the stone outright marred it but did little to grant passage. Lucian’s amnesia lifted sufficiently for him to remember the knock spell he learned for just such occasions as these.

Beyond the door, the empty room they were confronted with did little to reassure them. Indeed, as he was stalking forward to try to survey the extent of the room, a magical glyph struck pain into the heart of Lucian. The room beyond presented two doors to try to pursue. While the party was discussing how best to open one of the doors, Veldrin listened at the other and heard evidence of hasty preparations being made.

The barbarian was pleased with the opportunity to thoroughly bash in the door. Lucian, seeing the spellcaster preparing to do something magical that the party was bound not to like, silenced her very effectively with a spell. Cylgar then charged the drow and exchanged blows, though he got the worse side of the bargain as negative energy from the drow’s mace coursed into his body. Veldrin, finally having an opportunity to attack someone, landed a blow imbalancing the foe. Drax attacked next, putting a definitive end to the fray.

Looting the room and the various bodies provided the party with decent armor upgrade in the form of mithril shirts. The mace, two rings, a longbow, gloves, and a scroll-case were other items of particular note. Unfortunately, the scroll-case was trapped, striking Lucian with the same negative energy as dealt by the mace. The party also found some notes of potentially tactical significance, learning that 3 units of guards were ordered to guard a passage, the third of which provided goblin names for 2 magical and 2 warrior combatants.

The adventurers then decided to find out what was behind door number two. Rather than any opposition, they found a prisoner in the form of a dwarven monk chained to the wall. After much debating they decided she would bring some useful dungeoneering and stonework insight which the party was otherwise short on. Finally, though, they were swayed by her persuasive argument of “I’m the most powerful person here, now untie me!” As the beguiler wracked his addled brain for a useful spell and the druid and barbarian prepared to try to hack the manacles off (though hopefully not the wrists they bound), the blind elf found a set of keys sitting on a desk and the captive was freed.

Inauspicious Beginnings


An unpleasant flash of consciousness, revealing a leering elven face and a sharp stab of pain.

More darkness.

Our mercenary colleagues gradually awoke to find themselves in a black and unfamiliar environment. Cylgar awoke with a bad attitude. Lucian awoke with amnesia. Drax awoke chained to a unfamiliar blindfolded elf. Upon investigating their confinement, they found themselves in a small dark dungeon cell, chained to each other by collars with glyphs that glowed to varying degrees. The room was utterly barren and their possessions had been stripped from them. Even their abilities and clarity of thought were denied them as a result of the collars. It wasn’t looking to be a good day.

The new elf, who identified himself as VeldrinChath, noted a Bugbear guard approaching and [Kyle] made ready to ambush. He managed to land a solid blow, but a word from the guard drove everyone to the ground with mind-rending pain. Lucian was the first to recover, but flirting with the guard didn’t gain anything of use – not even a date. They were in a Drow slave pen, destined for the mines, and escape wasn’t going to be easy.

The march to the mines revealed many others in their situation, but none of the groups seemed to have the same propensity of luminous glyphs on the collars. In the mine itself, they picked away at rock with veins of harder and darker stone. One of these shards was sharp enough to make for a potential weapon, so Cylgar concealed it for future opportunity. A scrap of cloth from the food bag was similarly stashed. Opportunities for using these, however, weren’t presenting themselves and plots of escape remained vague.

On approximately the third day, mealtime brought something new. A note had been hidden in the food bag for them. Although the note was written in elvish script, Lucian could not read the dialect, or perhaps it was the collar interfering. He spelled it out to VeldrinChath, who managed to make out the word “parade” but the gist remained a mystery. The following day, the allusion was made clear. The guard announced to the party that the tedium would be broken up by a parade. The group was led to a large arena where other groups of slaves were being gathered. Again, they noticed that none of the other groups had as many or as bright of glyphed collars. Indeed, the fact that their group was special was highlighted by the fact that they were placed at the front of the procession.

The enormous doors then opened onto the main street in the Drow city, Rel Gel. They were marched past the many Houses, each identified by their own symbols and regalia. Jeers and rotten fruit escorted them as they were led along. Suddenly, chaos erupted as members of a House (House of Onia Phrin) on one side launched themselves to the opposite (House of Tar Vor Ry). In the fray, the guard took a poison dart to the throat which was collected for future use. An albino Drow invited the party to follow for a chance for freedom. The group concealed by the members of the House were led down streets to a building at the edge of the city.

Once within the structure, they were introduced to their benefactress, the Matron of the House an albino drow named Phae Gos. They were told that their freedom would come at the price of agreeing to some task unspecified. As a token of sincerity, the collars were removed from the elves and deactivated from the others. Not having any better options, the party agreed. They were permitted to bathe and were given clean clothes. Cylgar took the opportunity to confirm that his shape-changing abilities could function normally again, although the collar adapted to his new form. Following a sleep period, the adventurers were again taken before the Matron in order to be given their task. The Matron wished to have a message delivered to Lord Baldon, and said that the essence of the message was that she was of a group of Drow in favor of separation from external influences and impurities, and that they would not interfere if Lord Baldon were to attempt to kill a certain priestess belonging to the competing mindset. The party would have to traverse the sewers to leave the underdark and would be provided with some basic gear. She provided them with a cylindrical codewheal with a faint demenour of magic to give to Lord Baldon.

The group was then taken to an entry-point to the sewers and told that they would receive their gear and have the final collars removed once they were all in. The barbarian leapt forthwith into the dark hole and the underlying grime, dragging by the neck the unfortunate druid chained to him. The elves climbed down a rope which was lowered into the hole.

The gear was then passed down and the hole sealed. The party divided and donned some basic armor and weaponry and examined the remaining adventuring gear and sparse magical items. In the lanternlight, it could be seen that VeldrinChath’s complexion revealed at least partial Drow blood, probably accounting for the Matron’s preference in addressing him for interactions with the party. As ready as they were going to be, they set forth through the narrow tunnel.

Lucian in the lead felt something grow taut and snap under his feet. VeldrinChath was unable to provide any useful information regarding what it was, so they waited for the rest of the party to join them. Soon, a subtle slushing sound showed they weren’t alone and they readied themselves for battle.

Before them stood a giant spider. The barbarian now in the front engaged it. Suddenly over their heads a web came from behind, entangling all save the blind elf. The barbarian faced the spider in the front. The druid fought the web and attempted to summon allies to aid in defending the rear. The blind elf cast slow-poison to protect the barbarian. Lucian struggled in vain to free himself from the web.

The battle proceeded quickly. Drax broke free from the web and squashed the front spider. In the rear, two very large and imposing bears arrived to make short work of what turned out to be two spiders there. When the battle was over, Cylgar milked one of the spider’s glands to envenom a weapon. The group continued down the tunnel

Eventually, they came to a metal grate. Applying their crowbar, Drax removed it, triggering an alarm which went out after some time. The party made use of their climbing kit to lower themselves into a large room receiving the contents of 2 similar sewage tunnels. The room deepened towards the center so they edged their way along the perimeter to the grate which drained the room. Another alarm was found and Lucian cast silence on it while it was triggered in anticipation of the efforts needed to remove it to continue their progress.

The next tunnel was slightly larger but the sewage was deeper. The group found they could make better progress if the floated with the flow rather than attempting to walk. As such, they made good progress until another grate blocked further advancement. Unfortunately the strong current made regaining a foothold a bit tricky. Fortunately Lucian was able to stop himself before he crashed into the grate. Unfortunately, Veldrin and Drax weren’t so successful and crashed into the poor elf. This tangle of bodies then succeeded in blocking the grate somewhat, causing the sewage to begin to back up. Cylgar added his strength to the weight of the offal and the grate gave way, spewing the adventurers out of the tunnel and down into the middle of the pool filling the room below.

As the party struggled not to drown, a large clawed hand emerged from the grime to grasp at Cylgar, the one member who had managed to swim immediately. Soon, except for Lucian, the others righted themselves and set about to engage their new foe. Cylgar robbed the beast of its concealment by making the sewage all-but-disappear (thereby saving the drowning elf), revealing it to be a filth-eater troll. Veldrin took up a flanking position to Cylgar and delivered a crippling blow with his longsword and Drax incapacitated the monster, making short work of what could easily have proven a very formidable enemy. In order to prevent regeneration, Cylgar burned the body – a process hindered apparently by the ring on the creature’s hand. When the deed was done, Lucian stepped forward to liberate this trophy and bore it into the next leg of the adventure.

Now, however, there was another grate blocking their egress. Furthermore, the sewage levels were beginning to rise once again. And it was still a long way to the surface.

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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