City of Discord

Into the Sewers

The party defeated the tiefling patrol and captured one of its magi for questioning. They tried to take the unconscious woman with them to Lidda’s Inn, but she would not allow it. Vesh, Galen, Geronimo, and Meridia instead took her back to Ratty’s pub, where the owner was more permissive.

Meridia revealed herself to be a shapeshifter, taking the form of the overseer Vanity. She attempted to coax information out of the mage, but was not able to get anything substantial. Trying to make it look like Vanity wanted her dead, the group knocked the tiefling out and dumped her body in the dregs.

The next day they went to meet Ricknar about retrieving his amulet. Anton was there, wanting to know if the party was going to take his offer. They weren’t, but they agreed that it could be beneficial for them to work together. Anton told the party of the Scarred Ones, a gang of escaped slaves led a half-orc named Ugly and his mate Ebola. Anton wants to bring them in on the plan of uniting the Dregs, and the party already have good relations with some of the escaped slaves. The zombie kobold slayers will consider it, but first they want to get their medallions off.

Ricknar sets them up with a map of his estate in the Dwarven Quint, and sends them off with his janitor rat killer halfling Pepe. Pepe leads them into the depths of the sewage system of Heavenfell, but he discovers the direct route to the estate is walled off. He takes the party on a detour but they are sucked into the swirling vortex of sewage circling a drain and attacked by oozes. Pepe is nowhere to be found.


The Zombie Kobold Slayers continue with The Delve, quickly defeating two Ankhegs in a magic sandbox. The exit leads to a tunnel underneath the city, where they encounter the Delve overseers, Hope and Vanity, behind a closed portcullis. Hope remarks on their glowing medallions, marveling that there are “so many on one team.” She instructs Vanity to eliminate them, and to spare Rose and Ren if possible. Vanity sicks her Blackhearts on the party, opting to stay behind the portcullis.

Vesh will have none of that, and immediately rushes to break down the door in pursuit of the Tiefling coward. Meanwhile, the tunnel ceiling caves in, and commotion can be heard from above. In the midst of the battle, Both Rose’s and Ren’s medallions begin to glow, negating any hope for mercy. After a hard fought victory against the treacherous Blackhearts with the party still in fighting condition, Vanity flees. Rose teleports through the portcullis and opens it from the other side. Vesh pursues, but runs into a riot in what would have been their victor’s circle.

Half Orc slaves have toppled parts of the Delve Arena and rioting, using the commotion to allow for a mass exodus into the Dregs. Ren gets the attention of one of the leaders, Fulgrum, and convinces him that the party wants to help. They point the watch towards the palace, diverting the troops dealing with the riot and helping Fulgrum escape.

In the chaos of the riot, Deathrager is given a note asking him to meet at Ratty’s Pub in the Dregs. The party heads there and meets with a half-elf revolutionary named Anton. He wants the party’s help in uniting the Dregs in exchange for help in removing the glowing amulets, which they have discovered cannot be removed. After leaving the party to consider the offer, the bar owner, Ricknar offers a different proposal. Tad Wiggan, a wizard who helped design the delve medallions, owes him a favor. He will help the party remove the medallions in exchange for their aid in stealing an amulet from his former estate. Ricknar’s halfing exterminator/janitor Pepe knows a secret way into the estate.

The party discusses their options while Vesh sneaks away into the Dwarven Quint to meet with her contact Ghorin Silverbeard. He tells her to keep her eye out for anything that may lead to the Mattun Aur, and to use her judgment. The city has been put on lockdown due to the riot, and Vesh decides that removing the medallion currently aligns with her goals, eventually agreeing to join the party in their quest to retrieve Ricknar’s amulet.

Ren decides that the party deserves better than to stay in a dump like Ratty’s, and he leads the group to the Crying Nutcracker, another inn located in the Dregs and run by the halfling Lidda, a former adventurer. Before they reach their destination, they come into contact with a hostile Tiefling patrol…

Let the Games Begin

The campaign begins with the Dungeon Delve participants meeting their teammates for the first time. Each of the PC’s were assigned to Team Blue and given a blue medallion allowing them entrance into the Delve. After introducing themselves and discussing strategy, the team decides that they will attempt to feign incompetence to increase the betting odds against their team. Ren, ever the gambler, bets all but one gold piece on Team Blue. Less confident in their victory (or less foolhardy), Meridia bets 50 gp. To keep up with their ruse, the team names the Dragonborn Paladin Deathrager as their leader.

Ren attempts to eavesdrop on the Half-Orc slaves finishing up construction of the Delve, but is unable to find anything of interest. Eventually he is able to find a former participant, who tells him about the various traps and monsters. The rest of the team did not investigate further, instead heading to the temporary Dwarven tavern in the City Center for a drink.

In the Tavern, they meet some of the members one of the rival Delve teams, Team Green: a hardened Dwarven warrior, a large mullet-sporting Minotaur, and a Gnome who calls himself Mysterio. Mysterio tries to dazzle the tavern-goers with his “illusions,” but fails miserably. Team Blue has a good laugh at his expense.

The next day, the team heads to the Delve. When asked for their team name they give the name “The Zombie and Kobold Slayers,” allegedly after the two creatures that Deathrager has defeated (even though his squire is a kobold.) Once into the Delve, the Zombie and Kobold Slayers defeat a crypt of undying skeleton warriors. They notice that what they thought were cheap blue medallions glow at the first sign of healing. Ren questions whether or not the medallions are taking part of their souls, and Meridia determines that they do not. They move on to a defeat a room of mushrooms, swirling gusts, fire bats, and spore toads. The Delve continues…

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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