League of Ordinary Gentlemen: Day 3

Session 3
The League of Ordinary Gentlemen moves down into the next room, a hallway, which has a door at the end. When they open the door, there is a bizarre-looking creature, oblivious to their presence. It looks like a bald man wearing purple hide, but it is dripping with slime. The beast is staring intently at a locked door across a circular room. When the door opens, the creature turns around and is immediately hostile. It draws a bastard sword and exclaims “Fools. You must die.” The monster takes Ragmar down with one swing, leaving the rest of the party demoralized.
The monster hits Reamus as he tries to somersault, knocking him unconscious. Anak heals Ragmar, and then the barbarian becomes enraged, then, with one mighty swing, brings down the enemy. Afterward, on the wall, the party finds an empty dragon head glyph. Using shards from the dead beast and the crystal found in the library, Shino completes the glyph in a jiffy.
The door slides open. Behind it is another hallway. At the end is another library-like room with a dead old man in a corner, the remains of the late Desidarius Merope. In his hand is the Prophecy of Tremaste. Ragmar refuses to put the corpse on his back for proper burial later. Instead, Reamus puts the corpse on his back and glares at Ragmar. When the party returns to the columned room, they find that Starys Malian slipped out of the ropes after she regained consciousness. They go to surface. Everything is still silent. Town is still a ghost town. They bury Desidarius and brought some of his personal effects with us to prove his rescue.
As they arrive back in Alagar, the town is full of activity, a shocking change from that of Cortaigne. They make their way to Chateau D’Avis, walk in, and discuss things with the herald. He asks of the prophecy and of Merope. They’re lead through several winding hallways. They finally meet Renault D’Avis himself. In the Duke’s study, Renault hastily grabs the scroll as Reamus presents it to him. He unrolls it, and is fascinated by it. The Duke then Asks them what became of Merope and what they found. While they explain, he returns his gaze to the Prophecy of Tremaste, which he cannot interpret himself. Renault then gives The League the task of investigating the Drow. They will be looking for the party The door opens. An intimidating voice answers “Yes, yes we are looking for you.” 4 aquatic drow step into the room. Renault looks terrified. During the melee, Reamus shoots a drow in his head. Inspired by an argument with Reamus and from the Drow stealing the Prophecy, Renault picks up a Dead Drow’s longsword and joins the fray. Shino took down a Drow of his own. After a huge inaccuracy streak, Aaron Oleander finished the battle with a shot to the head. After the battle, the party finds the guards dead with crossbow bolts in their chests. On one of the drow’s corpses, they find a note that reads

“Eoron, The scouts have them headed in the direction of Alagar. Your orders are clear. Kill them, and get the scroll. Bring it back to the Gold Cove when you’re done. Be careful, they managed to kill Gorwojrio, although I can’t say that squid face didn’t deserve it. Still, if you can get the Prophecy back, we will be stronger than ever. Don’t fail me. -Starys Malian"

The Duke tells them where to find the Drow. He offers the party 800 more gold to go and investigate.

League of Ordinary Gentlemen: Day 2
After discovering the red crystal inside of The Philosophy of the Red Dragon in the library, the League discovered Shino “The Silent” lurking in the halls underneath The Colossus. After he revealed the letter sent from The Duke of Sable, Renault D’Avis, the party accepted them into their band, and they set off. They explored the remaining rooms on the first floor. In one chamber, they discovered and killed another Drow, Despite their best diplomatic efforts, the Drow would not relent and was taken care of. The League then made their way into the basement through the stairs in the library. As they descended, there were two more Drow, seemingly waiting in ambush. After Aaron mortally wounded one with an arrow to the heart, Ragmar gravely injured another with his axe. Reamus finished the latter off as he was running and Shino coup de graced the next, not wishing for him to survive and report the team to his allies later. After killing the drow, they moved to the Northeast corridor, still in floodwater. It was a narrow corridor that led to another large room with 12 pillars. There was a ledge above the water on the far end of the room. A drow, Starys Malian, who appeared to be more important than the others, was standing on top, and attacked The league. She was promptly knocked unconscious in pain by Ragmar, and Aaron tied her up, while Anak interrogated her. Starys revealed that she was working with someone who she described only as “that thing,” and that they were also looking for Desiderius Merope, and were also after one other unmentioned item, which the party inferred was the Prophecy of Tremaste.
League of Ordinary Gentlemen: Day 1

The League of Ordinary Gentlemen
The year is: 100 years before Syrant Part 1, in the town of Alagar on the Western coast of Norver, on the eastern bank of the Sea of Scales. A local nobleman, the Duke of Sable, [[Renault D’Avis has requested the presence of five unlikely heroes at the Archer’s Flask, the local tavern, to give them an assignment worthy only of them.
The scene starts out with each hero in his own conversation. Anak, Cleric of Olidammara, listens in to Aaron Oleander’s conversation with a drunken stranger. Reamus speaks with salty sailors to learn that the last ship to Kraakar came a month ago. The party meets the Duke of Sable’s messenger at a table. The messenger describes the town of Cortaigne a once-prosperous port, which ties in with the story of The Sentinel: A large, copper warrior that stood over the ports and docks of Cortaigne, a wonder of the war. Travelers from all over the world came to see the statue. In the years following the sentinel’s arrival, the town’s prosperity declined. There was mild famine and plague. 10 years after the sentinel was completed, the town became a ghost town. Many scholars think there was an interdimensional portal in the middle of the town that carried people off to the Lower Planes.
The Duke of Sable has tasked The League of Ordinary Gentlemen with going underneath the statue in Cortaigne. Several years ago, the elders claimed that Desiderius Merope to investigate the town and figure out what happened. He found that underneath the sentinel, there was an entire system of catacombs. He began inhabiting them, studying prophecies in their depths. Recently, he dedicated himself to the study of the Prophecy of Tremaste at the behest of the Renault D’Avis himself. He has not been heard from in many weeks. Unspeakable evil may have awoken itself from slumber. The party must locate the sage Desiderius Merope and find the Prophecy of Tremaste. They’ll be well-compensated if they succeed.
After hearing their mission, the characters introduce themselves. Reamus, son of the advisor to the mayor of Dorthshold, Aaron, son of a great military commander of Fenhold, Ragmar of Kreimek, barbarian, Anak, Cleric of Olidammara, the great wandering cleric called upon by Olidammara. Fickle The Lyricist is here because of the bane of all adventurers: boredom. She wishes to spread the stories of adventurers far and wide through poetry and song. The league heads out and goes to the town of Cortaigne. As they approach, they notice the large statue. Under its sandal is trap door with a rusted ladder. The players crawl down into the hole. In it is a room. On the wall is a painting of an elderly man hangs… underground. This is a painting of Desidarius Merope. The likeness is that he’s wearing an obsidian pendant with a dragon’s head. The party goes down the southern corridor and is attacked by a group of fire=breathing ivy-monsters.
After killing the beasts, they move through the dungeon and find a brazier. Under it there is a masterwork dagger of drow manufacture. Then we enter the next room: A gigantic map of the kingdom of Norver, a large globe, white marble walls. Inscribed above the map is “Let the words and wisdom of the crimson dragon provide the answer which you seek.” We enter another room, it is a storage chamber where there is a Drow guarding a door. Ragmar kills the Drow, then the group slips through the door he was guarding.
Through the door is a hallway that is only 5 ft wide. At the end of it is a door. The league enters the aperture. Behind it there is a library of sorts. After searching a bit, they find a peculiar object. In a book called “The Philosophy of the Red Dragon,” there is a red crystal. Not magical. There is a stairwell that leads down out of the library. The party prepares to explore what lies beyond.

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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