The Job

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.


“Salutations and Welcome to the Key Cell!” the letter reads in large, blockish, dwarven scrawl. You’re hands tremble as you reread the letter for the umpteenth time. After decades of strenuous and rigorous study in the arts of violence and safekeeping, you breathe a sigh of relief. Although you know the real work has yet to begin, you simultaneously understand that acceptance into the Rif’nirblick is an extraordinary feat.
Before you pat yourself on the back, however, you recall the sage advice your ancient and wizend instructor Turnpin instilled in you before graduation from The Course – “IF ye make it through The Course, and be certain most of ye wont, DO NOT go congratulating ye self just yet. The real challenge is just beginning.”
You remind yourself there’s a lot more left to accomplish.
You take a moment to reflect on the rye old counterthief with the self-forged hand. Legend had it he removed the hand, which was stuck in a trap, himself. Before being a counterthief Turnpin was an assassin. After being an assassin he was a thief. After being a thief he was recruited into the ranks of The Safekeeping.
In keeping with your training you immediately destroy the acceptance letter. As you do so, your dragon mark tingles and changes shape.

After gathering up your kit [see LOAD OUT section], you blow out the single candle which illuminates the inky blackness that envelopes the decrepit flat nestled deeply within a condemned, abandoned industrial warehouse you and your fellows call home. You expertly navigate the maze of antipersonnel booby-traps towards the escape hatch. At some point during the Great War, the warehouse served as a major staging point for outgoing supply replenishment operations. It was charted with supplying various battalions operating on the front lines of battle. Now, it’s just another empty husk in the landscape of Sharn. You remember to utter a signal word and active the Blind Guardian on your way out to hit the empty street.

Welcome to your Adventure Log!

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