Dungeon Fantasy: Frontiers

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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Session 1
Dude where's my airship

Setup

After a highly successful adventure, our heroes and their crew of their airship have celebrated for many days in town, where the entire crew announced their plans of retirement with their share of the loot. Left to their own devices, it is probably well enough time to retire for our adventurers before the game even starts!

There’s one small complication though.

The airship is missing.

More precisely, the airship was in the process of being stolen. The people who were on watch at the time summarily were kidnapped!

GO AFTER THE AIRSHIP AND GET IT BACK


Player Roster

  • CaptainFoo (left early)
  • TheOldestMan
  • WinsonPaine
  • DOTClaw
  • Lynx (absent)
  • yarrington (doesn’t even have a character yet)

Summary

After tracking the airship (they are hard to hide), they have found it has made berth next to the ruins of an old ruined castle complex. Our heroes leapt into the thick of it, fighting purple-masked goblins with axes and crossbows, and…ducks!?

Sparing no quarter, they find themselves outmatched severely in terms of numbers, and the ducks are on the wing, presumably to get the airship ready for flight!

HURRY BEFORE IT IS TOO LATE

(to be continued)

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Session 2
Oh my airship is right over there

Having found the airship and dispatched the first few groups of goblins without much issue, the run-in with ducks proved confounding to the adventurers! Recovering their war priest, they continued over the castle via the skills of Max Keller and managed to work their way through to the airship. It is here that the ducks unleashed a hidden power and shot laser beams from their bills! Two of the ducks also had some peculiar technology at their disposal, piloting large metal constructs that may be powered by steam! One fell soon enough and exploded below the airship, causing a mooring tower from the castle to completely collapse. The duck in the other power suit surrendered soon enough, and with that, they regained control of their airship!

Lootables

  • An airship
  • Miscellaneous sundries and other lootables
  • Duck coinage
  • Duck contraband tobacco – were these ducks smugglers!?

The Next Step

  • The prisoner duck has entered into parley with the party, asking them to spare his life if he revealed the location of the duck smuggling hideout which they had originally come from. Be warned, they are well armed and armored!
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