Campaign Overview: Difference between revisions
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== The setting (what the party knows) == | == The setting (what the party knows) == | ||
=== The Dessarin Valley === | === The [[Dessarin Valley]] === | ||
See '''[[Dessarin Valley]]''' for the regional overview — what the party knows about the valley so far, where we've traveled, and what we've heard. It expands as we explore. | |||
The party's home base is the town of '''[[Red Larch]]''' — a small settlement with inns, shops, and plenty of gossip if you buy a round at '''[[The Helm at Highsun]]'''. | |||
Beyond Red Larch, the party has traveled northwest toward '''[[Waelvur's Hunting Cabin]]''', southeast toward '''[[Feathergale Spire]]''', and back out on the roads chasing leads about the missing delegation. | Beyond Red Larch, the party has traveled northwest toward '''[[Waelvur's Hunting Cabin]]''', southeast toward '''[[Feathergale Spire]]''', and back out on the roads chasing leads about the missing delegation. | ||
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A condensed history — see '''[[Session Recaps]]''' for full write-ups. | A condensed history — see '''[[Session Recaps]]''' for full write-ups. | ||
# '''[[Session 01 - Arrival in Red Larch|Session 01]]''' — Arrived in Red Larch. | # '''[[Session 01 - Arrival in Red Larch|Session 01]]''' — Arrived in Red Larch. '''[[Garlen Harlathurl]]''' at the Helm pointed them at trouble at '''[[Waelvur's Wagonworks]]'''. Lockup ([[Jack Mack]], [[William Theodore]]); '''[[Thelorn's Safe Journeys]]''' (no leads); Waelvur's assistant sent them NW. Togar calmed wolves on the road. | ||
# '''[[Session 02 - The Hunting Cabin|Session 02]]''' — Found the hunting cabin. Discovered Ilmeth below a trap door, confused and unable to explain how he got there. Escorted him back to town. Party reached 2nd level. | # '''[[Session 02 - The Hunting Cabin|Session 02]]''' — Found the hunting cabin. Discovered Ilmeth below a trap door, confused and unable to explain how he got there. Escorted him back to town. Party reached 2nd level. | ||
# '''[[Session 03 - Toward Feathergale Spire|Session 03]]''' — Back at the Helm for more rumors; cult activity came up. Traveled toward Feathergale Spire; fought bandits on the way. | # '''[[Session 03 - Toward Feathergale Spire|Session 03]]''' — Back at the Helm for more rumors; cult activity came up. Traveled toward Feathergale Spire; fought bandits on the way. | ||
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[[Category:Campaign]] | [[Category:Campaign]] | ||
[[Category:Player-facing]] | [[Category:Player-facing]] | ||
Revision as of 14:04, 3 July 2026
Campaign Overview
This page gives newcomers (or forgetful players) the big picture — where we are, what we're doing, and how this wiki works. For the latest cliffhanger, see Where we left off on the Main Page.
About this wiki
This is a player-facing campaign journal for our Princes of the Apocalypse game in the Dessarin Valley. It exists so the group can:
- Read session recaps between games
- Look up NPCs and places you've already encountered
- Track party members and shared loot
It is not a dump of the DM's module notes, prep, or hidden plot. If your character hasn't learned something in play, it shouldn't be on the wiki yet.
Spoiler & content rules
| Table knowledge only | Pages describe what happened at sessions or what characters clearly learned in game. |
| No DM secrets | Hidden villains, spy identities, dungeon layouts you haven't entered, and "what happens next" stay off the wiki until they're revealed at the table. |
| No module text | We don't publish raw adventure chapter write-ups or stat blocks here. |
| Character pages | Each player owns their PC page. Don't post another character's private thoughts or secrets without their okay. |
| Updates after sessions | Recaps and discovered lore get added after we play — not before. |
If you're unsure whether something belongs on the wiki, ask the DM before posting.
The setting (what the party knows)
The Dessarin Valley
See Dessarin Valley for the regional overview — what the party knows about the valley so far, where we've traveled, and what we've heard. It expands as we explore.
The party's home base is the town of Red Larch — a small settlement with inns, shops, and plenty of gossip if you buy a round at The Helm at Highsun.
Beyond Red Larch, the party has traveled northwest toward Waelvur's Hunting Cabin, southeast toward Feathergale Spire, and back out on the roads chasing leads about the missing delegation.
Our goal
Find the missing Mirabar delegation and figure out who is behind the cult activity people keep whispering about. That goal became explicit when the party left Red Larch to follow the trail in earnest (see Session 05 - The Reaver Ambush).
Cult activity
The party knows cults are active in the region. So far, in play:
- Rumors at the Helm pointed toward trouble near Feathergale Spire.
- The party entered and cleared the spire, fighting knights and cult-aligned forces there.
- They do not yet have a full picture of how many cults exist, how they connect, or where all their bases are.
Describe only what your characters have seen, heard, or been told — not module names or prophet titles unless they came up at the table.
The party
Three adventurers, currently 4th level:
| Genericus Maximus | Caleb | Human fighter from a noble background; paid for drinks at the Helm early on; promised Ewan McFeathernuttz the party would help him "any time, guaranteed" after Feathergale. |
| Kiara | Ryun | Tiefling sorcerer and scholar; short on coin at the Helm when the party first arrived. |
| Togar | Carter | Human druid and sage; subdued a wolf pack with magic on the road instead of fighting them. |
See The Party for individual character pages (as they're built out).
Story so far (timeline)
A condensed history — see Session Recaps for full write-ups.
- Session 01 — Arrived in Red Larch. Garlen Harlathurl at the Helm pointed them at trouble at Waelvur's Wagonworks. Lockup (Jack Mack, William Theodore); Thelorn's Safe Journeys (no leads); Waelvur's assistant sent them NW. Togar calmed wolves on the road.
- Session 02 — Found the hunting cabin. Discovered Ilmeth below a trap door, confused and unable to explain how he got there. Escorted him back to town. Party reached 2nd level.
- Session 03 — Back at the Helm for more rumors; cult activity came up. Traveled toward Feathergale Spire; fought bandits on the way.
- Session 04 — Cleared Feathergale Spire floor by floor. Spared knight Ewan McFeathernuttz; he flew the party back to Red Larch. Genericus promised future help. Party told folks at the Helm they'd dealt with the wind cultists. Reached 4th level.
- Session 05 — Pursued the missing-delegation lead. Fought bandits on the road, then raiders in an ambush. Won the fight; session ended before searching the site.
Wiki sections (player-safe)
These are the page types we'll build as you discover content:
| Session Recaps | After every session — public summary of events. |
| The Party | Player character pages — stats and story the table knows. |
| Places | A location gets a page once the party has been there or received a concrete, in-game description of it. |
| People | An NPC gets a page once the party has met or clearly identified them. |
| Party Loot | Updated when the group divides treasure or gains notable gear.
Not for the player wiki (DM vault only): prep plans, encounter tuning, hidden faction agendas, undiscovered dungeons, module chapter text, and keyed DM maps. Contributing
See also
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