The Tournament of Champions

The Origins of the Tournament

Well, welcome to my page. Right now, I’m still learning how this whole thing works, but eventually I hope to use it to completely refurbish my old campaign, The Tournament of Champions.

Let me take you back to about four years ago. I had been running Dungeons & Dragons 3.5 games for a long time, but I had never used a pre-built module because, when I would read through the lengthy descriptions and thumb past the divided-up content, I never felt like I had a strong grasp on what was going on in the game.

So I decided to make my own.

The original idea of the game was a wide-spanning adventure that took place over an entire continent. The party would encounter horrible demons, giants, goblins, and even the mighty Tarrasque itself (were they so unlucky). In a word: Sprawling. I had a vision of a game where the players had a main storyline, but also an entire continent of side-quests and adventures that they can travel down—It was to be of the same design paradigm that The Elder Scrolls IV: Oblivion and Fallout 3 would later come to embody.

My first draft ended up being a 90-ish-page manuscript that I wanted to playtest immediately. Fortunately, I had a group of friends that were eagerly awaiting a new game, so they became my first guinea pigs. As the adventure wound on and on, some players left the game and others took their places; All told, there have been at least seven compositions of adventuring parties to brave The Tournament, each one continuing where those who came before left off.

When 4th Edition was announced, my hopes were dashed. Unless the system turned out to be an utter failure, 3.5 would soon become obsolete, rendering my Tournament neigh unmarketable. I lost interest in finishing the remaining chapters and the game dissolved.

Years later, now that 4th Edition has been released and found viable, my players have been running through a rough adaptation of The Legend of Zelda (old school NES) that I’ve been working on (I might post that here too), and over the course of it, I found that my players wanted to finish The Tournament. Now that I had become well acquainted with 4th Edition, I found that I felt up to the task of updating it, fixing its problems, and compiling it once again to finally finish where the group left off.

But how to assemble it? And where?


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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