◈ CAMPAIGN LOG // SESSION ARCHIVE

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Session reports, terrible decisions, divine interference, and the consequences that followed.

Gods, Monsters, and Poor Life Choices // D&D

SESSION 22 // Session 22, I Was Mermaid For This

Session 22, I Was Mermaid For This Session 22, I Was Mermaid For This Date: 2026-07-17 SummaryThe evening at the Blushing Mermaid wound down slowly, the crowd thinning as the music softened and guests retired to their rooms. Velessa amused herself by clinging upside down to the c

Gods, Monsters, and Poor Life Choices // D&D

SESSION 21 // Session 21, Don't Rock the Boat

Last we left off, our party found themselves aboard the Chionthar Princess, enjoying a rare and peaceful voyage north along the Sword Coast — a welcome breath of calm after the storm of Baldur's Gate. Velessa rekindled bonds with her sisters Ilmryn and Talice, Talya enchanted fellow passengers with tales of the Feywild, and Vagnfríður made herself thoroughly

Gods, Monsters, and Poor Life Choices // D&D

SESSION 20 // Session 20, Forever Kept Getting Longer

Last we left off, our party found themselves aboard the Chionthar Princess, a gleaming vessel of Lantanese ingenuity, in the aftermath of a brutal raid by cultists of Bhaal — the Lord of Murder. Through a combination of cunning magic and sharp steel, the attackers had been subdued, and one captive remained bound upon the casino floor. Under the weight of a c

Gods, Monsters, and Poor Life Choices // D&D

SESSION 19 // Session 19, Loaded Dice, Loaded Guns

Last we left off, our adventurers found themselves drawn together by the promise of an extraordinary evening — the maiden voyage of the Chionthar Princess, a gleaming steam-powered riverboat gifted to Baldur's Gate by the ingenuity of a Lantanese goblin artificer named Becka Bitesize. Talya, Mawyse, Shane, Velessa, Séantal, and Vagnfríður were ushered aboard

Gods, Monsters, and Poor Life Choices // D&D

SESSION 18 // Session 18, Blood on the Dance Card pt.2

Last we left off, our party found themselves navigating the treacherous social waters of the Silver Shield estate, tasked with protecting Lady Violet Szarr during an evening of high society and higher stakes. It was there, amid the clinking of glasses and the murmur of Baldur's Gate's most powerful, that they spotted a face that should not have existed — Ali

Gods, Monsters, and Poor Life Choices // D&D

SESSION 17 // Session 17, Blood on the Dance Card pt.1

Last we left off, our party found themselves bound by a devil's bargain — having cured Velessa of her infernal affliction through a dark ritual that left her reborn as something new: flesh where metal once was, crimson eyes where brown had been, and a hunger that could only be sated by blood. In exchange, they had pledged their swords and their presence to e

Gods, Monsters, and Poor Life Choices // D&D

SESSION 16 // Session 16, To Drink the Devil Dry

Last we left off, Velessa sought out her trusted companion Séantal with an unusual and weighty request — to accompany her to Szarr Palace, where Lady Violet had prepared a ritual to address the infernal parasite that had long tormented her from within. The two arrived that evening, were received in the grand ballroom, and terms were confirmed on all sides. L

Gods, Monsters, and Poor Life Choices // D&D

SESSION 15 // Session 15, The River's Rot

Last we left off, our party reunited with Neria Ashgrove, a tiefling druid with little love for city life, at Saresha's Caress in Wyrm's Crossing. Together, they set out along the banks of the River Chionthar to investigate a creeping blight that had been withering the flora and fauna along its shores. What Velessa's magical senses revealed was deeply troubl

Gods, Monsters, and Poor Life Choices // D&D

SESSION 14 // Session 14, Cicerox Unwritten pt.2

Last we left off, our party found themselves enjoying a rare moment of peace within the ancient walls of Candlekeep, the Great Library standing as both sanctuary and source of no small amount of trouble. Their adopted daughters — Kaela, Russora, and Nysene — had made the most of their visit, and perhaps a bit too much of it, having been caught attempting to

Gods, Monsters, and Poor Life Choices // D&D

SESSION 13 // Session 13, Cicerox Unwritten pt.1

Last we left off, our party — bound by a promise made to the imp known as Cicerox — set sail for Candlekeep, the great fortress of knowledge perched upon the cliffs southwest of Baldur's Gate. Each member prepared a written work to offer at the iron gates: Velessa brought her copied notes from the Nathlum, Vagnfríður composed a collection of original recipes

Gods, Monsters, and Poor Life Choices // D&D

SESSION 12 // Session 12, Grave of the Witness pt.2

Last we left off, our party descended upon the Cliffside Cemetery under cover of night, lying in wait among the fog-damp graves of the Tsar family plots. Their vigil was rewarded in the small hours of the morning when three hooded figures — skeletal, glowing-eyed, and bearing lanterns with flames that burned without oil or wick — arrived to excavate an unmar

Gods, Monsters, and Poor Life Choices // D&D

SESSION 11 // Session 11, Grave of the Witness pt.1

Last we left off, our party found themselves stranded deep within Avernus, the first layer of the Nine Hells, reeling from the betrayal of their employer Korrilla. With no clear path home and few allies left to call upon, Velessa devised a desperate gambit — summoning her imp familiar Quillbit directly into the Hells and dismissing her back to Baldur's Gate

Gods, Monsters, and Poor Life Choices // D&D

SESSION 10 // Session 10, The Last Work of Cicerox pt.3

Last we left off, our party found themselves deep in the hells, gathered at the Ashen Cup with a peculiar new ward — Cicerox, a centuries-dead imp and former warlock, rattling the bars of her infernal iron cage at the center of their table. Velessa had returned from the Infernal Menagerie with seven imps instead of six, and in a moment of unexpected compassi

Gods, Monsters, and Poor Life Choices // D&D

SESSION 9 // Session 9, The Last Work of Cicerox pt.2

Last we left off, our intrepid band of adventurers passed through the iron gates of the Bronze Citadel — that grim, smoldering war camp that had long ago decided it was a city and simply never left. Granted a few hours of freedom by their enigmatic guide Korrilla, the party wandered the shadowed alleys and forge-lit streets, drawing no shortage of suspicious

Gods, Monsters, and Poor Life Choices // D&D

SESSION 8 // Session 8, the Last Work of Cicerox pt.1

Last we left off, our intrepid band made their final preparations in Baldur's Gate before stepping through a ritual portal into the first layer of the Nine Hells — Avernus itself. Holy water was purchased, meals were lovingly packed, and farewells were exchanged with Quillbit, their imp companion, who wisely chose to remain behind rather than return to the p

Gods, Monsters, and Poor Life Choices // D&D

SESSION 7 // Session 7, the Devil You Know pt.2

Last we left off, our intrepid band of adventurers found themselves in the middle of a violent confrontation at the Rat's Run, when a pale, breathless figure — a creature of terrible undeath — swept through the doors with a cadre of Thayan warriors at his back, demanding the holders of the Calamus Pactum make themselves known. When the room refused to answer

Gods, Monsters, and Poor Life Choices // D&D

SESSION 6 // Session 6, the Devil You Know pt.1

Last we left off, our intrepid band found themselves in the aftermath of a harrowing night at the Eomane estate — blood on the walls, bodies in the mudroom, and a summoning circle still scorched into the floor. A visit from Valeria, a hollyphant investigator with a bottle of brandy and a profound lack of jurisdiction, did little to complicate matters, and th

Gods, Monsters, and Poor Life Choices // D&D

SESSION 5 // Session 5, Blood Night pt. 2 Finale

Last we left off, our intrepid band of adventurers found themselves deep within the Eomane estate, a house of old money and older sins. After tending to their wounds in the kitchen and uncovering a divine seal bound to Bhaal himself upon the back door, the party pressed upward through the grand corridors of the upper floor. There, Russora Eomane awaited them

Gods, Monsters, and Poor Life Choices // D&D

SESSION 4 // Session 4, Blood Night pt.1

Last we left off, our intrepid group spent the days before the Eomane House party making careful preparations at the Imravel Exchange. Séantal used her old connections in the civics office to quietly piece together a portrait of the Eomane family — a largely unremarkable parliamentary family whose wealth came from whaling and perfumery, left to simply grow o

Gods, Monsters, and Poor Life Choices // D&D

SESSION 3 // Session 3, The Lost Library Part 3, Finale

Last we left off, our adventurers delved deep into the Lost Library of Lethchauntos, where they confronted the Red Wizard of Thay, Maelra Szandru, and her forces in a desperate battle for the mysterious tome known as the Nathlum. Vagnfríður's ancestral rage transformed her into a towering force of destruction, carving through cultists and pirates alike, whil

Gods, Monsters, and Poor Life Choices // D&D

SESSION 2 // Session 2, The Lost Library Part 2

Last we left off, our intrepid party had descended into the fetid depths beneath Baldur's Gate, navigating forty-five minutes of noxious sewer tunnels in pursuit of the Nathlum—a tome of arcane lore detailing rare poisons and their cures. Hired by Saresha Imravel to recover this precious book from the hidden library of the long-dead orc arcanist Lethchauntos

Gods, Monsters, and Poor Life Choices // D&D

SESSION 1 // Session 1, The Lost Library

Last we left off, our party of unlikely allies—Velessa, a wizard of House Vaeltharyn; Seris, a noble swordswoman; Shane, a local fixer; Séantal, a scribe with a deadpan wit; and Vagnfríður, a cook with a fearsome axe—accepted a lucrative contract from the Brampton Flaming Fist Outpost. Their employer, Saresha Imravel, tasked them with recovering the Nathlum,