Nightholme

As Flynn sees it
this will be easier once we are a party

Flynn was happily gambling away on his boat, winning too, when a large man in a top hat held him over a barrel. This is a rather poor position to be gambling from, and though Flynn tried to reason with the mustached brute, he simply had no culture. The top hatted man had somehow used this lack of culture to appeal to Flynn’s crew, as they all turned against him as well.
This unfortunate turn left Flynn without his ship, without his Dithers (his manservant), and without his princess (his dog), but drifting along in a rowboat towards Nightholme. While drifting Flynn saw some hair and thought he smelled something nice, but no, it was a creepy eight year old girl. Flynn sought to put her back where she belonged, in Davy Jones’ locker, but the girl had tuberculosis and coughed up her lung before she would go below again. Flynn sought advice from the crickets, but the girl was suddenly incorporeal and behind him. Flynn was not okay with this. She said some words, but Flynn has no idea what they were. Creepy 8 year old girls without pupils floating around are not okay.
At long last Flynn reached the docks, and met with his old friend, Stevio, who suddenly asked a lot of questions. Things got bad, and Flynn ended up wanted by the guards and swimming down the vein, losing his armor in the process. All went exactly according to plan, as Flynn found a ship selling clothing with a beautiful Elven lady as proctor. He took a suit of clothing that he felt disguised him as a Botany teacher from Blackwater, all of her money, and well… he took the lady herself for good measure. Where did he take these things? Gambling, of course. They headed straight for the Clot in the vein.
Once inside, Flynn lost his wife, but won approximately 21 gold from some drunk sods, before being invited to see an ex-transvestite turned behemoth in the back, who informed Flynn to seek answers in the Menagerie. Flynn headed that way, after using some of his winnings to gain the armor he lost while swimming.
The Menagerie was a nice enough place, with some lovely birds, but most interesting Flynn discovered some vials of a potion that apparently eased the pain of those with the plague. Some sniveling cleric by the name of Talos didn’t like that this stuff had been discovered by a Botanist… so Flynn stole it.
Afterwards, Flynn made his way to Sunlight Square, where a large ceremony was to be taking place. He climbed a tree to get a good vantage point, and saw the man in the top hat, but the dastardly scoundrel lost Flynn in the crowd … and left Flynn in the middle of a stage. Flynn began to do the only thing he knew to do. He danced.
Whilst dancing, the living version of the creepy 8 year old girl, only much older, appeared. She fell to the ground and convulsed. What a way to ruin a dance.

View
The Prince's Beginning

After the fight against the rams The Prince finally gains a second to try to piece together the events of last night. As he retraces his encounter with the 8 year old girl (whom ask The Prince to free her) on a white horse, who had eyes without pupils and a owl which landed open his arm, he finds no trace that this was nothing more than a dream besides the necklace of white metal that hangs around his neck. While retracing he runs across his old friend Meltion whom tells him the only man in town with a horse is a Lord Raffio. The Prince decides to try to ask his old time friend Vilen if he know the metal and perhaps the crafter of his Key around his neck.

As he enters Vilen is currently talking to a gentleman, but seems that Vilen breaks off the conversation when The Prince comes in. The Prince asks Vilen if he knows of anything about the Key. Vilen tells him that the metal is unknown but the crafter is definitely a dwarf. Upon seeing the Key the gentleman pulls out a music box with an owl across it made of the same metal. It would seem that this gentleman was looking to find out more about the metal as well. After finding no answers The Prince decides to investigate the horse lead and decides to ask his biggest fan Chuck Finely at the bookstore The Drowsy Poet.

The Prince finds The Drowsy Poet unmanned at first but hears someone frantically speaking in the back. He sees the owner Gunther over a table with a dead raven. Gunther pours a mixture on the bird and it would appear as if it’s soul had risen out of it’s body as well as 4 other souls of birds came out of the walls. The prince then tries to smash the dead body but ends up only breaking the table. Gunther then takes another vial and throws it to The Prince and tells him to put it on his sword. The Prince and Gunther make quick work of the dead ravens after that. Gunther than says that his mixture is all wrong and starts ranting like a lunatic about help the girl, which the prince finds out is the same from the other night. Gunther than tells the prince that horrible things are going to happen and he needs someone to get more birds for him so he can try to perfect his formula for whatever is about to happen. The prince agrees to run this errand for 50 books. The Prince then is in search of the menagerie.

The prince enters the Menagerie and finds it full of customer’s and asks to see the man that had made a deal with Gunther. The name escaped him but sure to remember the face if need be. The man task The Prince into the back room and hands him a sack with 3 birds in it and asks The Prince to leave the shop without alerting the other owner about this deal. He returns with the birds and Gunther then tells him worse news that the event he has feared will take place at the ceremony that day. The strike up the deal that the shop will pay 10% of it’s profits to The Prince in trying to buy his freedom. While The Prince had time before the ceremony he grab his 50 books and brought them back to his room in the arena and then headed towards the Sunlight Garden.

The Sunlight Garden was full of people for the ceremony and The Prince was content to just watch the ceremony until he notice a women that appears to be a part of the House Scourne and she reminds him of someone. As he gets closer to her he realizes that she looks like the girl from the other night, but older and with eyes with pupils. She seems to look at a dancer and goes and falls to the ground and begins to flop around. Then the wind picks up in a horrifying gust that should never happen this deep inside the caves. It would seem like the Gladiator is in store for his biggest fight yet…
View
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.

View

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.