The world of Undista

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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The Little Mining Village Disaster
LMV

The mission

To investigate the disappearances in this area. A few humans have been found dead, suffocated. Find the source, neutralise it.

Faith is stronger then steel

Inquisitor Cirillo and his band of hand-picked scum and criminals arrive in the little mining village I forgot the name of. (LMV for short) After bashing together quick cover for their stay (A docter, his nurse and the psychiatric patients, they head to town.

And find it is really, really small, just a temple, a tavern, a general store and an apothecary. The party splits up and each does something for him or herself. Kellar goes to commune with the spirit of this lands earth. Dellany is investigating the cemetary. Lugg tries to buy sulpher and other ingredients for new bombs, etc.

Then Delany is attacked by hands! Reanimated dead hands (no body attached) Kellar runs to her aid as she is viciously mauled. After a while the others run there too. Only to find Kellar and Dellany beat of the first wave. The second wave is dealt with summarily.

Further investigation reveals that the hands had been going into a rabbits hole. So Cyrillio orders Lugg to blow the damn thing up. Kellar starts running the second he hears that order. Luggs crafts are taboo to him.

Lugg does so. Over the area of hundred yards fountains of fire and dirt arise. These burrows were quite extensive, and now completely demolished.

The Inquisitor then walks around the perimeter and finds a trail. The party follows it, Kellar seems to grow with each step leading into the cold harsh mountains of the Dwarven realm. Hours later they come to a valley riddled with caves. The party starts the long task of searching every one of them.

In one of the first they find a bear den, with the bear and cubs dead, but otherwise completely untouched. Someone killed them just to make this area safe for ‘them’.

The second has a trap in it, a slim thread about an inch of the ground. It is spotted and the group examines it and decides it is better to step over it, carefully, and continue on. Lugg uses some of the glowing fungi growing here to make a subtle sign, should the band have to race out.

However Delany <or> can not resist the temptation of fingerflicking the thread, strumming it like a harps chord.

Cyrillio is not amused. He explains, (loudly) that this was a trap to notify the inhabitants and that she just triggered it. He orders her to step on the wire ‘to learn’. The group becomes restless, desiring to push on or retreat, anything but staying here and waiting…

The girl refuses and Cyrillio has to cajole and threaten her to step on it. Eventually she does…

..and nothing seems to happen. Now, finally Cyrillio orders everyone to go into the deep dark cave.

They come upon a fork in the road, one arm of the cave goes left, the other right. There they are commanded to split up. Kellar, Cyrillio and <whatshername> go right, the others go left.

Kellar is caught by something. It tries to strangle him and pull him up by the neck. It succeeds and he is incapacitated, nearly dying. Cyrillio shoots the blighter, but his gun makes a weird sound after that.

The others in the other arm of the caves, stand about and dither, discussing what they should do. Eventually they return, to find the critter dead, and a very heavily battered Kellar lying still on the ground.

They examine the creature, determining it is a choker and due to it`s method of attack is the culprit of the disappearances. <whatshername> examines Kellar and find him just barely alive, so she uses what she has left to heal him so he can walk. But not much more. Lugg offers some of his own healing. A Syringe filled with stimulants. Kellar refuses, saying it is taboo to his people.

<whatshername> frowns, take a syringe and plunges it into Kellar. He screams in terror and reflexively hacks at <whatshername> nearly killing her in one powerful blow. Cyrillio loses it and intervenes, barking orders and cursing the stupidity of folk here. <whatshername> Strikes back and Kellar hits the dirt, again.

Then the kobolds attack.

They are careful and sneaky, but the party manages to kill one and put the other to flight. Discussing their options briefly, they search the kobolds and the choker and leave. Once by the fork they see more kobolds, shooting at them from the other arm. Cyrillio orders Lugg to blow that corridor closed. It is done and the party goes outside and bring Kellar around again.

Kellar is thoroughly demoralised, his Grampy has just informed him, that because he allowed a taboo thing inside him he must be punished. He says so, and Cyrillio grins and assigns <whatshername> to be his personal slave as punishment for her stupidity and actions in the cave.

Then the group splits up once more. Kellar, his slave and Lugg stay behind to smoke out the rest of the Kobolds. It would not do to leave them alive. Cyrillio take Delany and heads back to the village. One of the Kobolds carried a letter on him, from the priest of the village agreeing to supply slave to the kobolds. Cyrillio promises to ‘deal with that’

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The Little Mining Village Disaster (part 2)
LMV

Mission Wrap up.

In the hands of the righteous Zeal is it`s own justification.

Kellar and <whatshername> have some fun on the mountain as they watch the kobold lair be smoked out. No more kobolds surface. She tells him her terrible secret: She has another personality that is mean, viscious and selfish. She has her offensive spells. So she didn`t hurt him, it was ‘the other’. Although he is not completely convinced, Kellar looks in her eyes and finds no lie there, so he offers to find a way to remove the bad spirit.

Hours later the party regroups at the tavern, enjoying a well earned night of fun. Kellar is grumpy since he can not have a drink. but all in all it is a good night. The choker is dead, the kobolds are not a threat anymore and the priest has been dealt with. So Kellar takes <whatshername> to his bed. And Cyrillio takes Delany to his. Lugg is left unattended…


The next morning the sherrif, his deputy and two goons visit the party during breakfast. The sherrif wants to ask a few questions about the murder of the priest. Cyrillio objects to this accusation and the sherrif informs them that it is just procedure, since they are strangers/travellers.

Then begins a long series of time-wasting excercises. Delany is sent up to collect Lugg. He takes a quarter hour to pack up all his things. When Lugg is downstairs, Cyrillio goes to his room to dress and shave and what not.

But after all that everyone is in the common room and Cyrillio and the sherrif spar about the need to go to his office and answer some questions. The party just looks on. After a while the tone turns agressive. And the barmaid senses this and leaves in haste. Cyrillio orders Kellar to grab her and return her. The sherrif orders everyone to stay put. Kellar is confused. Then <whatsherface> offers to get her for him and he accepts.

The sherrif orders his deputy to stop <whatsherface> and Cirillio objects to that and draws his gun. And the fight starts. At first Cirilio orders to not kill them, but as the fight drags on he changes his mind and orders for all to be killed. However due to the din and the confusion not all hear the orders well enough.

<whatsherface> Then uses the spell Fireburst and this starts a fire in the tavern as well as scorching Delaney horribly. The law runs out, dragging the unconcious witch behind them. The party dashes out as well and the fight continues on the streets. The townfolk look on in awe and fear. Kellar takes another dirtnap. Then Cyrillio shoots the sherrif and the townsfolk stare and stare. Delaney’s life is barely just in time by lugg’s injections.

“Fuckit, kill them all. Kill all the townsfolk, burn everything down.” Is the next order.

So starts the complete slaughter of LMV. A rider on a horse tries to flee. It is Belkar, the deputy. Quickly the party aware of this tries to stop him and fail. Luckily Cyrillio knows he has a wife and three children. Leaving Lugg and Kellar to finish the slaughter, he takes the rest to kidnap Belkar`s family.

After two hours, Kellar and Lugg have looted, killed and levelled the LMV. Cyrillio returns with a cupboard filled with hostages. After a bit of idiodicy the group sets off, the hostages firmly tied up. All the swag hoisted on a light cart. Cyrillio leaves a message at the towns noticeboard for Belkar informing him to meet them, alone in two and a half days.

Glum the group heads for a nearby lake to wait for Belkar…

Two and a half days later there is no sign of Belkar. Cyrillio holds a speech about how it is the groups fault that the entire village had to be destroyed, pointing out what went wrong. Empasising that to be brought in by the sherrif was a sure way to exposing the Inquisition`s hand in this matter.

Then the hostages are killed. Because they wouldn`t coƶperate. Kellar and <whatsherface> take the time to send the mother and her children off, cremating the bodies and giving them the coppers needed to buy their way into the afterlife and the blessings to save them from soul stealers.

…Now… Where to go, and how to go there without being seen and risk arrest?

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A new beginning!
Restart

Hello everyone,

Due to a political dispute this campaign has ended badly. The less is said about this, the better.

Our restart is in the Enpire of Twin Dragons, an oriental setting inside Undista.

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The Horse-Slaying Oni
session one

The group ride into a smal village, only to find out it is terrorised by a powerful oni, with the title The Horse Slayer.

After a short investigation, the group find out where the Oni live, that they have bakemono allies and that three children have been taken in the last raid.

Halfway we were ambushed by Bakemono ninja. Our gajins animal companion, a raptor called Peaceful Sky, tore though them like lightning. Then the ninjas ran for the hills.

Worried we arrived at the camp. Much to our surprise the Oni were not warned. I do not remember why we set the gate on fire, but we did, then rode up the hill where there was no wall. Then the forces of Yomi arranged themselves for battle. The Oni Horse Slayer charged our boon companion Huang-Ling and sent her and her horse flying into the forest. Togashi Temoru challenged the Oni and drew his attention away for long enough for the rest of the group to kill the remaining Bakemono, and the Oni bodyguard.

Battered and bloodied we searched the camp then purified it with fire. However, the children were all dead and stewed.

Wearily we returned to the little village to bring back the grim news.

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Roadside Wreckage
Session two, tsuno

After saving the village (and giving the bad news to the townsfolk) we went onto the road again. Two days out we found the wrecked remains of a caravan. A suspicious character is seen skulking about, we charge it and demand answers.

It is a she, a tall she. An ashigaru woman, very quaint, who manages to convince the group that she is innocent of what happened here. She asks to be of help, and we accept her. Together we follow the strange dog-like tracks to the monsters lair.

Carefully we enter the old fortress. There is a corrider left and one right. We choose the left one. Ever boastful, Elder Primevine, our gajin druid takes the lead.

Three traps later he is hurt badly and Togashi Temoru takes point.

One trap later we come on the lair of the Tsuno and we battle fiercely. Our steel proves to be too much for them, so the base demons resort to foul, black alchemic tricks.

Nonetheless our righteous might prevails.

So we return to the fork and take the other corridor. At the end of that we find an Oni that is infamous for it`s regenerative power. Daunted, but resolute we battle it, Peaceful Sky proves her worth once more, tearing into the Oni like a whirlwind. Backed up by Togashi Temoru and the others we finally, finally manage to kill it.

We kill it with fire, to prevent it from ever rising again.

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To the Wall!

Returning to the wreckage, we find three children that have survived the attack, we take them with us.

First we return to the little village, since it is closest. Togashi Temoru and the gajin stay behind to see to the dead. Once there, the local priest finds out that Togashi Temoru made a horrible mistake angering the dead spirits instead of placating them. Ashamed the samurai and his companions set out the the city of the Wall.

Once there we hit the teahouses and listen to the rumours. We hear about a haunted house, about the Dragons of Fire being restless, that the foreigners are holding a relatively honest and honourable fighting tournament and that a wedding has lessened tensions between the houses of the Dragon. But only temporarily.

After Togashi Temoru has introduced himself to his house elder, they arrange a meeting with the house treasurer to hand over the magic items they found. For the Armour of the Last Stand we gain a small favour with the house of the Fire Dragon, most of the other weapons net us a nice pouch of coins. The sword called Icedragon is not so welcomed, but the group press the Treasurer to re-examine it.

Without much more to do, the group decide to look into this haunted house. It is claimed to have been haunted (and empty) forever. Only after a lot of digging is it revealed that his house used to belong to a family of the Void Dragons.

So, at the witching hour, the group enters the house. After having taken extensive measures to enter properly and call out any benificent ghosts to welcome them. The whole house is empty and deserted. Except for the pantry.

That is full of starving ghouls and one ghast.

Togashi Temoru manages to score just a single hit before succumbing to the foul creatures black plague, paralysing him for the entire fight. Bereft of their strongest fighter, the group struggles, but manages to wrangle victory from the maw of defeat.

How do ghouls starve when they live in a city?

The answer is that the doorway is lined with a powerful ward against undead. Chuda Hebi smiles and meticulously writes down the ward for later use. Meanwhile Khu Li-Hua whatsit and Temoru search the cellar, finding nothing.

So they head to the second floor. There they find a weeping girl that only says:

“Play?”

So we play with her. Temoru once more upsets a ghost. She shows him her full face, and nearly kills him with shock. The entire lower jaw of her face is completely missing.

The others talk some sense into her, asking how they can help her. Without a word, she rises to her feet and leads the way to the cellar.

Now they see what the cellar was used for, one fateful night. The master of the house, sacrificed the childs jawbone in return for demonic power.

‘Luckily’ he made a mistake, and everyone was killed. Later that night everyone killed rose as a ghoul. We find the jawbone, and some treasure and return the bone to the child. She walks away, into jigoku.

We make preperations to claim the house as our own the next morning.

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