This is a campaign log about Artemis and her adventures of Faerûn during the Storm King's Thunder that takes place after 1485 DR in the Forgotten Realms.
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Artemis as a Miniature! This is the 2nd miniature I’ve ever painted, and this time, I’m quite happy with how everything came out!
#artemis#dnd#halfling rogue#forest gnome#NOLZUR'S MARVELOUS MINIATURES#HALFLING FEMALE ROGUE#wizkids#review#miniatures#mini painting#Dungeons and Dragons
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SKT: Ch 7 - Berg of the Frost Giants
Having gone North of Grudd Haug and setting the Den of the Hill Giants aflame, the Adventurers have gotten a taste of Giants and are ready for more. According to their captain, closeby are also the Frost Giants. The party and the crew take to the skies and begin their journey to Svardborg, the Icy Fortress.
On the journey however, screams can be heard in the cabins below. One of the doors is locked and a voice speaks out asking not to be disturbed. Looking at the corpse on the other side of the hall, it is obvious that there are vampires aboard. After searching the other cabins, the door that was locked is now open, and Artemis sees the shadowy figure dart below into the Hull.
Artemis and her comrades search the decks for an entrance to the Hull when they see a latch. Pulling onto it, Artemis is gravely injured. She attempts to disarm the trap, this time letting a comrade open it. Unfortunately, it would appear that the trap was a bit more advanced than Artemis thought. She attempts to disarm it again and ends up pulling out the latch. Confronting the Captain, he laughs at her as the trapdoor was a prank. However, hearing that the Vampires are in the Hull, the captain runs down to the cabins and smashes a hole in the ground.
Entering the hull, a strange portal has been opened. Scared of what may come out of it, Artemis pushes the coffins into the portal and smashes the portal closed. At this point, the airship has landed. She questions the captain as to the events that has transpired and it would appear that he was transporting the coffins to Neverwinter and that they must've somehow been disturbed and the Vampires woke up. Upon landing, the town guards run over for an inspection. Artemis mentions the coffins and asks what they did to the coffin. She lies, but is caught by the inspector and is handcuffed. At first apologizing, but then claiming to be the Saviour of Parnast and having her story confirmed, a Lords Alliance member gives the inspector a note and he orders for her release.
The party heads into the town of Neverwinter heading first to the Tavern. At the Tavern, Atemis learns of an Emerald Enclave member who has opened up a bakery. The visit to the bakery is quite worthwhile as she learns about White Dragon, Isendraug and her overprotectiveness in the airs of her domain. Artemis is warned not to fly if she is heading to Svardborg. Meanwhile, another party member learns of the smuggling ship that the Lord’s Alliance is arranging. Taking heed to Artemis�� Faction Member’s advice, the party decides to head to Svardborg aboard the smuggling Ship.
On the seas, the Adventurers are cramped into a single shipping container. Artemis keeps eyes on the world “above” through Valor’s eyes. Moments after sending Valor out to scour, a large figure looms over the ship. It is Isenbourg looking for humans to eats. However, seeing that the ship is simply full of shipping containers, she pays no heed and flies away. With that, the Adventurers are able to make it to the outskirts of Svardborg unscathed.
Using their pitons, the Adventurers are able to scale the walls of Svardbord and are able to infiltrate the Frost Giant Den. They notice Frost Mephits scouting, however they seem to not pay attention to those who don’t mean them hard. Outside the food hall, Artemis witnesses a human in shackles being ordered around by Frost Giants. Having being noticed by the human, he chucks a note over to Artemis. The note is written in Theives’ Cant which Artemis deciphers. She learns that the food hall is a safe area for humans, that they were betrayed by a Wizard, and that he’s still being kept alive by the Giants because he knows the location of the Ring of Frost. Luckily, the Ranger has heard of this artifact, and it has powerful magics that can make everything everywhere Winter.
Towards the study, the party notices a squeaky staircase. Knowing that the wizard must not be alerted of their presence, they come up with a scheme. Artemis casts a spell, creating a floating disk. She and her other party members will be on this disk, as one of the others pulls them with their Winged Boots of Flying. At full force, the party is able to defeat the Wizard. However, instead of interrogating him alive as planned, he is accidentally slain. Oops!
On the Wizard’s desk, several scrolls are found, in addition to a Wand of Fireballs. Searching around, they find the Throne Room, guarded by 2 Frost Giants and 2 Winter Wolves. They sneak around the Throne room to the attic in the event they can find additional provisions for the eventual battle. In the attic, they find that is is completely encased in ice. At the top is also a caged Giant Owl. Artemis sends Valor up to speak to the owl, and Valor relays that if the owl is released, he will let everyone know of our intrusion. Taking their time, Artemis melts the ice off the barrel of oil. Using the oil, they are able to slowly melt off all of the ice from the statue in the middle which they are able to tell holds Magic Items via a Detect Magic ritual. All the while, collecting the water into buckets and pails so as to not notify the guards below of our presence.
Now, fully equipped to fight, Artemis pulls out a Baboon, a Giant Hyena, and an Axebeak from her Bag of Tricks. Starting off with tossing some Alchemist Fire at the Frost Giants, and some crowd control spells, Artemis is able to subdue a Frost Giant in laughter, and the Hyena is able to hold off a Winter Wolf. At this point, the party notices 7 White Dragon Eggs sitting in the corner of the room when two of them hatch! The Dragons, hungry for food attack Artemis and she falls. Thanks to her friends, she is able to find her ground again. However, now as angry as ever, decided to put her new friend to the test. Unleashing a series of Fireballs, Artemis incinerates the Dragons, the Giants, and The Wolves.
~fin~
#artemis#wand of fireballs#ice giants#skt#storm king's thunder#dnd#dnd 5e#Adventurers League#forest gnome#emerald enclave#bag of tricks#white dragon#campaign diary
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SKT: Ch 5 - Den of the Hill Giants
Artemis is hired by a new party, joining them in Silverymoon aboard their Airship. While in town, they meet with a Spy who seeks revenge on Giants who have killed all of his comrades. At the mention of a Giant-hunt, he willfully joins the party on their journey. The Spy however mentions that he will have nothing to do with Storm Giants as he is afraid of them. With their new comrade and the help of the Airship’s Dancing Fire Elemental, they are able to approach the city that has been plaguing the local villages. They park their airship a ways off Grudd Haug, The Den of the Hill Giants.
They move about on land when they run into an Ettin. Unsure of his allegiance, Artemis attempt to parley with the Ettin. However, he does not take kindly to strangers. He beckons aloud and two Fire Giants appear before the Adventurers to assist the Ettin. Artemis and her party are able to fend off the Giants, but not without sustaining much damage. They retreat back to the airship to rest.
Upon waking, three Ogres have taken up the Ettins’ post. Upon seeing the Adventurers appear from the treeline, they charge and attack again. The guardsmen are once again repelled. During the fight, a Young Silver Dragon appears behind and watches the Adventurers fight. He appears to simply be here to watch for entertainment. When the fighting subside, the Silver Dragon says “Thanks for the show!” and flies away. Once again, the party decides to rest again before approach the Den.
On the third day, it rains heavily. The guards seem to have been taken out with no relief to take their post. Just when the Adventurers think they are safe, a shadow swoops over and a hoard of Goblins suddenly emerge from hiding. There are roughly 15 of them who have’t heard from the other guards they have sent to patrol the area. The Goblins take arms against the Adventurers, but not before an Adult Black Dragon swoops down. It would appear as though he were looking for goblins to eat, but he is intrigued by the different races he sees before him. Although torn between the invaders and a Black Dragon, the Goblins unanimously decide that the Dragon is a much bigger of a threat and assist in subduing the Dragon. During this, the Dragon unleashes a flurry of Breath Weapons upon the Adventurers, dealing significant damage to them. With the help of the Goblins however, the Dragon’s health wittles until it has no choice but to retreat. Upon taking the flight, the Adventurers chase down the Dragon with their arrows and spells and are able to vanquish him. However, there is no time for applause as once the Dragon is eliminated, the fight returns to as it was before the interruption. The Goblins are killed one by one by the other party members. Artemis is able to disguise herself as a Goblin and is even able to trick two Goblins to go back home.
After another rest, the Adventurers are able to approach Grudd Haug with no event. Upon sneaking into Grudd Haug, they find a room with two sleeping Hill Giants. The Spy poisons them and they instantly die. Upon talking to the animals, Artemis learns that the Den is generally guarded by Bugbears. Luckily, there is a Bugbear in the party, and they disguise themselves as new prisoners being led by the Party’s Bugbear. Artemis catches the glance of a Leaf Clasp inside the jail, but is convinced that we can save the prisoner on the way out. With the help of the Bugbear, they are able to find their way into the Queen’s Throneroom.
Guh, the Queen is unware that the party before her is here to kill her. Before she is even able to call for help, the Adventurers unleash a savage flurry of attacks and kill her. They loot her of all her Treasures and even take her Conch of Teleportation. Now with the Queen dead, as promised, the party heads back to the jail, defeating the guards, and resuing the Emerald Enclave member. At this point, the guards have discovered that their Queen has perished and the camp is in a ruckuss. The Adventurers escape through the river, torching the whole camp on fire on their way out.
Upon returning the Emerald Enclave member, Artemis is presented with a Mark of Prestige by a Zhentarim Dragon by the name of Zira. In addition, upon further investigation of the loot obtained from Guh, Artemis gains a Tan Bag of Tricks.
#zhentarim#emerald enclave#dnd#dnd5e#storm king's thunder#Dungeons and Dragons#Adventurers League#campaign diary#guh#hill giants#artemis#bag of tricks#grudd haug
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SKT: Ch 2 - Rumblings (Part 1)
After Artemis’ conquest in Hartsvale, SEER was very happy with her good-doings. With her help, Artemis arrives with her party at Triboar.
Upon arriving at Triboar, the Adventurers decide upon hitting up the local tavern to find out more about Triboar and what problems ail this city. Walking into the bar, they notice that most of the customers are Rangers. A Female Ranger stands out among these people as Artemis recognizes the Leaf Clasp on her. Artemis and the Elf seem to hit it off, but as the nights nearer, the Adventurers realize that they have yet to secure an inn to retire to. Artemis asks the Elf where she normally resides. The Elven Ranger tells Artemis that she normally sleeps in the Mythical Forest on the outskirts of Triboar. Artemis asks to join the Elf Ranger to her campsite.
Awkwardly, the rest of the party follow the Elf Ranger. She is quite perturbed as she had only offered for Artemis to join her, as she is quite a lone wolf. As the party begins sharing stories, they hear about why this is called the “Mythical Forest”. The Ranger explains that people don’t normally come to these woods as a Ranger God will seldom appear before them, whisking people away. The Adventurers retire after the storytelling.
Artemis’ familiar is taking watch during the night. Valor, the Owl noticed in the dark of night the Elven Ranger running off into the night without her shoes or gear. Artemis alerts the rest of the party and they chase after their new comrade.
They stop at the entrance of a cave. Going in, they are met by someone claiming to be the Forest Guard. But upon checking out his story, the party discovers that it is a man-eating Oni! We kill it.
#storm king's thunder#dnd#DnD 5e#artemis#Adventurers League#campaign diary#Arcane Trickster#Forest gnome#SKT
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DDAL05-17 Hartkiller’s Horn (Part 2)
The Adventurers catch their breath as they slowly realize that they have defeated The Beast of Talos. However, this celebration is cut short as they remember they still need to bring the Remorah body to Hartkiller, and then arrive back to Hartvale in about a day’s time. They organize themselves, some staying back to guard the body, and the others to send for Hartkiller. In the cave, Artemis helps with the shoveling of snow and ice to maintain the temperature of the beast’s body so as to not letting it melt through the sheet of ice. As for the others, they fashion a sleigh to which they pull Hartkiller to the cave where his feast awaits. As Hartkiller devours the body, the Adventurers begin looking for a new resting area where they can retire for some much needed rest.
Waking up, they are met with the now recovered Hartkiller who is patrolling the camp. He is no longer missing chunks of flesh, and is revitalized with a certain glow to his fists. Once again, he introduces himself as Hartkiller, but this time revealing that he is the youngest son of Annam, a Giant Deity. To which, the Adventurers conclude that he is essentially a demigod. After introductions, they begin their journey back to Hartvale.
On the road, Hartkiller’s Giant senses pick up the screams of villagers. He insists that we help. Rushing over, a scene is revealed where Giants and Ogres have corners innocent civilians between a canyon and a boulder. The Adventurers suggest Hartkiller to use his strength to help the villagers escape while they fend off the gang of Giantfolk. Eighty feet off the ground, Artemis suggests that everyone times their jump accordingly so that she is able to cast Featherfall to descend safely. Approaching the Giants, the party throws Javelins as they descend slowly through the air. Getting closer, the Paladin senses that the Stone Giant is unordinary. It seems to be serene and calm; different from others.
Seeing the villages panic and stunned in shock, Artemis assists them with some words of encouragement. She is able to inspire them all to work together as they start shoving people quickly through the lifted boulder. Despite her good efforts, Artemis is first to fall victim to the Stone Giant as she gets a sudden urge to become its friend. The others quickly conclude that Artemis has been charmed and direct their full attention to the Serene Giant. With their combined effort, his tough Giant skin melts away and he falls. Meanwhile, a far-off Fire Giant seems to be starved and crazed. In the distance, the party notices him punching himself before breaking the chains and joining the battle. Now, with the nuisance fallen, the party is able to take out the remaining Giants and Ogres, allowing the villages to escape.
In their panic, the party sees the orphaned wagons and concoct a little hack for themselves. The Paladin, now noticing that the snowy terrain has calmed, summons her Steed to help pull the wagon, letting her comrades rest in peace as they make their way back to Hartvale.
It is not long until they reach the town to which they were summoned in. The King and Queen are shocked as we bring about their new champion. However, the Jarl, who shortly comes in with his army, is not pleased. The Jarl locks eyes with Hartkiller, and a battle ensues. Both sides, seeing their champions in arms engages as well. From within the crowd, a Hooded Frost Giant boulders towards the party with his Axe bared. Shortly after the party engages with the Frost Giant, from within the cowl, a fireball erupts. Artemis is able to dodge the fireball, but not without getting a few burns. The Druid is able to cast Faerie Fire, enveloping the Giant and the now revealed Hobgoblin. With their targets marked, the party is quickly able to dispose of the large target, leaving the Hobgoblin alone. Seeing his dire situation, the Hobgoblin casts Ice Storm and begins running away. Although his nimbleness is able to take him out of the battle temporarily, it is not long before the Ranger’s arrows catch up and pierces right through him.
As the party’s skirmish subsides, so too appears with the fight between Hartkiller and the Jarl. The next thing that happens, Hartkiller knocks the Jarl down and drops his massive axe down upon the Jarl’s head. As he does, the Jarl’s skull rolls off to the side, as his body changes into a black smoke and the ashes sucked into Hartkiller’s axe. Seeing their fallen leader, the army falls into disarray. As they run, mourn, and fight amongst each other, the King’s men are able to subdue the Giant army.
The King and Queen are delighted with the outcome of the battle, as they reemerge onto the scene and Hartkiller is able to reunite with his descendant. As a thank you, Artemis is given a Dagger of Venom, and is told to spread word of this story, gaining the Gratitude of Hartkiller, in which divine intervention shall help her in dire need.
#hartkiller#hartkiller's horn#dnd#dnd 5e#Dungeons and Dragons#storm king's thunder#skt#artemis#campaign diary#Adventurers League#Jarl Ryndolg#remorah#giant#frost giant#dagger of venom
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DDAL05-17 Hartkiller's Horn (Part 1)
After the events at Parnast, Artemis was once again summoned by SEER and her pseudo-dragon. SEER tells Artemis about the large crackling sound that sounded as if the world was being torn apart. Unfortunately, SEER was unable to foresee the event because a powerful magic blocked her vision. She offers 500 gold a piece if the mission is successful. Artemis purchases some cold weather gear before arriving at the destination.
This time, she offers a quest to the adventurers to Hartvale, where the Lord of the Vale requests protection at a parlay between himself and Jarl Ryndolg. The Adventurers learn about Jarl Ryndolg and his banner of all kinds of giants. A horde of giants suddenly appear. It is Ryndolg and his men, who threaten the Old King to declare allegiance to him or be destroyed. In three days time, Ryndolg will return to fight with the Lord of the Vale if he chooses not to swear allegiance.
The Old King asks that the Adventurers go past the Gorge to where the cracking sound was heard. Arriving at the gorge, the party is hit by powerful snows and winds. Luckily, they are able to spot some ogres before they are ambushed. The ogres deal powerful blows to the Adventurers, but a giant appears to make things worse. The party is able to fend off the attacks, and Artemis obtains a Greater Potion of Healing from the bodies.
Making it past the gorge, a set of large tracks are seen on the ground, covered in blood. Following this trail, the Adventurers witness the remains of many animals all littered about. Artemis is extremely discontent with this, but continues to make way with the party. At the end, they find a large giant eating the corpse. Afraid of what this creature may do, Artemis quickly envelopes herself in an illusion of snow. We discover that this is the Hartkiller that Jarl Ryndolg has summoned. Ryndolg wishes to defeat the Lord of the Vale, which the Adventurers also learn the title once given to Hartkiller. The Adventurers are able to convince Hartkiller to support the King, however it is revealed that Hartkiller is very hurt and requires the lifeforce of creatures to regenerate. It is at this point where a party member reveals a faction secret. It would appear that near the gorge, in a nearby cave, a powerful monster resides. They suggest that this powerful monster could be the answer for Hartkiller’s recovery.
Upon entering the cave, sheets of ice make movement difficult. It is not long before the legendary creature senses the Adventurers. Moments later, the Ancient Remorhaz engages the tresspassers, shooting lightning bolts, sprinkling dust, and knocking down icicles. The Remorhaz is able to take down the Adventurers with ease, and is even able to swallow one of them. Artemis begins to doubt her abilities as her skills are not honed enough to take the monstrosity. However, seeing her companions felled, she does only what an Arcane Trickster can do. She quickly saves a companions with her Mage Hand, feeding a Goodberry to the Ranger, and also has her Familiar, Valor deliver her Potion of Greater Healing to the Fighter. Rising from the brink of death, the Fighter unleashes a fury of blows, taking the Remorhaz down in a skilful fashion.
To be continued...
#seer#quest#dnd#Dungeons and Dragons#skt#storm king's thunder#blog#campaign diary#Jarl Ryndolg#lord of the vale#hartvale#hartkiller#hartkiller's horn#Adventurers League#arcane trickster#forest gnome#artemis#remorhaz#legendary monster#total party kill#tpk
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DDAL05-16 Parnast Under Siege
Shortly, Azam receives communication from SEER who informs him of the imminent attack on Parnast led by Bad Fruul and the creatures under his banner. We are told that Bad Fruul is accompanied by a priestess of Lolth who has a bone to pick with Chandra.
With the townspeople, Artemis and her companions prepare for the incoming threat by relocating to Old Parnast, a site which has seen better days. It is during this time however, where Chandra is kidnapped by Manticore riders under the servitude of Bad Fruul. Responding to this, Artemis and her companions split apart; some attempting to rescue Chandra, and others to find the Drow Priestess. Although a little roughed up, Chandra is returned to the Shrine of the Axe which would generally be a success, had a companion returned...
The following night, Bad Fruul and his bannermen launch a seige upon Old Parnast. They fall prey to many traps and retaliations. Finally, Artemis and her companions are able to fend off the Bad Fruul's attacks and Artemis manages to obtain a headband from Bad Fruul himself. For successfully fending off these attacks, Artemis gains the title of Saviour of Parnast, and Giant Horde Breaker.
#bad fruul#parnast#parnast under siege#azam#seer#artemis#dnd 5e#storm king's thunder#adventurers league#campaign diary#chandra stol#lolth
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DDAL05-2 The Black Road
Artemis arrives at the Anauroch Desert where she meets a merchant by the name of Azam. Azam too, has been in contact with SEER, and has asked for Adventurers to assist with the escorting of the Statue of Angharradh to Chandra Stol, a half-elf priestess at the Shrine of Axe in Parnast.
During their adventures, the party is met by a powerful sandstorm that causes Azam to lose all his goods. Despite this setback, they are able to successfully deliver the statue to Chandra who Artemis learns serves the god Mielikki, an intermediate deity who is on good terms with the god that Artemis serves.
#the black road#faerun#dnd 5e#dungeons and dragons#arcane trickster#artemis#mielikki#azam#chandra stol#storm king's thunder#adventurers league#parnast#campaign diary
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SKT: Ch 1 - A Great Upheaval (Part 2)
On their way back to Waterdeep from Phandalin, a floating castle upon a cloud picks up the party. They are greeted by Zephyros, a cloud giant, and are given a task to quell the Giants who have broken The Ordning. The party accepts and begin travelling to Triboar in Zephyros' floating castle.
During this long journey, Artemis learns new spells from the wizard's books, but are attacked several times. The first time by cultists who release an Invisible Stalker from their Bag of Holding, and the second by a group of Dwarves accompanied by Clarion, a Silver Dragon. During the second attack, the Dwarves manage to escape with the Navigation Orb and Zephyros falls. It is at this time where SEER summons Artemis...
#zephyros#storm king's thunder#dnd 5e#dungeons and dragons#campaign diary#artemis#arcane trickster#adventurers league#the ordning#cloud giants
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In Volo’s Wake
Time passes as the adventurers find themselves at Phandalin where they accept a new job from the Lord Merryweather to rescue the family of a fellow town council member.
The Adventurers follow the tracks left by goblins. During the hunt, the adventure find themselves at a forest where a Treant and a Sapling are being attacked by Blights. The Adventurers manage to fend off the Blights and Artemis tricks the Treant. She forces the Treant to reveal its hidden treasure cache where she obtains a magic sword.
Pressing on, the Adventurers find the treetop hideout where the hostages are being kept. Artemis and her companions are able to save Sildar's relatives and are now looked upon favourably with the Town Council of Phandalin.
#in volo's wake#dnd 5e#dungeons and dragons#artemis#campaign diary#phandalin#arcane trickster#storm king's thunder#adventurers league#treant#blight#magic sword
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SKT: Ch 1 A Great Upheaval (Part 1)
After the events of Phlan, Artemis’ thoughts are consumed with the thrill and spontaneity of the taste of “adventuring”. Without a doubt, Artemis now knows that this is the path she must take. Now, imbued with a purpose, Artemis travels to Waterdeep and finds herself at Nightstone.
The city has been ransacked - to which she learns of the flying giants who stole the Nightstone from the town. Artemis and her party are confronted by members of the Zhentarim and are killed in battle. Luckily, passerby faction members find the bodies of the adventurers and bring them back to life.
They travel back to Nightstone for some “unfinished business” and discover that the villagers are missing. Following their tracks, the party arrives at the Dripping Caves where they face-off with goblins and ogres, finally rescuing the villages. It is during this encounter that Artemis obtains her Ratty Top Hat which she proudly dones upon her head.
#storm king's thunder#a great upheaval#dungeons and dragons#dnd 5e#artemis#campaign diary#adventurers league#arcane trickster
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DDEX1-1: Defiance In Phlan
In the city of Phlan, Artemis accepts a job from Grizzel, a Harper to farce a trade with a Tiamut follower in order to place a scrying pin which will allow them to track the Elven acolyte's location.
Artemis and her party camp out the barn where a trade has been set-up for them. They attempt to ambush the cultists, but are easily noticed on the count of the loud clinks of a cleric’s armor. Battle ensues and the barn is set on fire. The cultists manage to get away and the party has succeeded in the mission, and is able to do so without being seen by the acolytes.
The city guards are quickly alerted with the barnfire and the party escape into the alleyways where they rendezvous with Grizzel for their reward.
#dungeons and dragons#dnd 5e#artemis#storm king's thunder#adventurers league#forgotten realms#campaign diary
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