Old words, old ways

Undead and stuff
aka what not to do in a temple of Pharasma

We find out/determine/somehow get to the conclusion that there’s a key resting under a temple of Pharasma on a small island outside of Targas.
So, the party hires a man to take them to the island by boat, and pay him to wait while we explore.

The priests greet us and ask our purpose on the island. Vilvan scores some poisonous plants and we somehow convince them to let us look in the vaults (I do not remember how) and the high priest leads the way. Finding out that one of the coffins is a false front we descend into the tunnels below, the high priest does not follow for that would be sacriliege.
The first bit is a ladder leading down into a circular cavern with an eerily blue pond that seems to glow. As the party searches the room they are beset upon by a necromancers golem and a phalanx of skeletal warriors.
The fight is hard but eventually the party succeeds.
Liam takes a dive into the water to find the key in one of the chests at the bottom. As he is doing so he is grabbed by a skeleton who tries to hold him down. He gets the key and manages to shake lose. Another skeleton teleports itself out of the cavern from the bottom of the pond.
Liselle also ends up in the water (can’t remember properly why) but they both get out of there. Ruh-roh, they’re poisoned.
Pooling their collective knowledge Liselle and Vilvan come to the conclusion that an antidote can be made from the flowers that Vilvan found earlier. This leads to them deciding to MacGyver together a lab from their belongings. With the help of Baltock they achieve something akin to a lab and Vilvans creates what he believes to be an antidote.
In the meantime Liam has checked out one of the corridors and found a chest that is larger on the inside.
Antidotes are ingested and together the party checks out the other corridor. A room is found at the end of it, containing an altar.
Liselle studies it first, and is stunned by the spells inscribed by it. In an attempt to figure out what has happened to her Baltock is stunned by the spells as well.
After a short while has passed they both wake up again, seemingly fine.

At this point they are contacted by the leader of the whispers who asks them what in the hells they did and tells them they need to fix it right away. He’s even sending help (how quaint). After a short briefing of what exactly they let loose the party sets off to return topside.
The climb back up the ladder is a circus as Vilvan deftly avoids falling but knocks some rocks loose. These rocks proceed to hit Liselle in the head and she passes out and falls. Baltock catches her but as he tries to pass the hole in the wall left from where the rocks fell he loses his grip and falls.
This ends with Liselle and Baltock both riding up the tunnel in Liams chest.

Once outside they find the high priest with his chest torn open and his heart ripped out, the same fate had also befallen his apprentice and the man they asked to wait with the boat. The party does not know how to sail a boat but tries anyway and does so with some success, until they realize that stopping is a necessity once they’ve reached the harbor.

At the docks the help that the master of the whispers sent is waiting with horses for everyone. Telling them that they must hurry towards a cave where the skeleton of an ancient dragon rests for the whispers believe that the lich the party let loose wishes to turn that dragon into a drcolich.
The party makes it there just in time to witness the ritual come to completion, and faced with the reality of a dracolich in front of the Liam attempts to do what he once did to the wizards tower and speaks a syllable of fire.
This causes him and the dracolich to switch places so that the dragon skeleton is now fused and melded with the wall of the small passage where Liam was standing (gg bethesda). The fight is however not over. Baltock and Vilvan are fending off two smaller dragon skeletons, Liam is now caught on the other side of the dracolich, desperately throwing as many firebolts as he can at the undead creature.
Katya attempts to activate the liches staff and raises his corpse to serve her, instructing it to destroy the soulstone inside the dragons head. Then she gets blasted to all hell by the dragons breath attack, only surviving because she breaks the staff in honour of Pharasma.
Vilvan goes down with a pulverized knee and Baltock is not far behind, though they manage to destroy one of the small skeletons and almost kill the second one as well.
Liam manages to finish off the dracolich and the small skeletal dragon.
Then a lot of healing happens, everyone is OK. They will be FINE.

Then loot montage.

Then back in Targas getting rewards montage. Titles and deeds. And a banquet. Banquet hasn’t happened yet though, but it will.
Liam realizes a regicide has taken place when he presents the king of a previous kings banner. DUN-dun-dun, shit’s gonna go down.

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Intermission!
aka I forgot a lot of details

We got back to Duvik’s Pass and were supposed to catch up with the caravan. But then we met the shadows and got teleported to Targas waves hands around in uncertainty

We end up in Targas and each one of us picks a faction to join. Liam joins the casty mages, Liselle joins the studious mages, Baltock joins the knights and Vilvan becomes a ranger. Each one of them goes through a joining ritual designed to see if they have what is demanded of them by the faction they have joined.
Liam runs into a doppelganger when he is going through his entrance exam and blows out the top floors of the mages guild tower. The leader of the casty mages faction is not impressed. Liam is impressed by her however and tries to court her favour.
Vilvan goes off to live in the wilderness for a while, Baltock has guard duty and Liselle reads a lot.
Everyone passes! Rejoice!

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What's mine is, uh ... mine
Aka scaling pig mountain

So, we set off some time around lunch, I think. Maybe earlier. Either way, walking happened. Through mountains.
First we came across the ruin of a dwarven watchpost and some manual persuasion got the door open. Inside we found a spear and not much else (that I can remember), Baltock brought the spear with him.
After some deliberation about what we should do or not do we decided to head further into the dwarven stronghold, or what was left of it. The door had scorchmarks and we discussed the possibility of dragons (both in and out of character) but finally reached the conclusion that we would enter. The doors riddle was swiftly solved by stabbing it with the spear and we continued further in.
As we did so a mysterious song filled the halls, echoing from far below. Liams quick realization of what this might be saved us as he himself broke out into song, countering the supernatural effects of the haunting song from below.
Pressing on we reached a central part of the dwarven stronghold. We found large buildings dedicated to forges and smelters, a guildhouse belonging to the dwarven mages as well as a courthouse. We searched the forges and smelters and Baltock found a set of masterwork mithral tools and a single ingot of a gleaming silver metal. A search of the courthouse gave us some clues as to what had happened here. A large shipment of materials used to summon and bind an elemental seemed to be one of the very last things brought to the stronghold. The mages guildhouse proved inaccessible so the group pushed on into the living quarters of the stronghold. We searched the house of the family who ruled the mages guild and found a note urging us to leave this very instance. Liselle pilfered the bookshelves and after another deliberation the group once again decided to push onwards.
At this point we were surrounded by mephits of all kinds, magma, fire, ash and smoke mephits all gathered around us. All speaking as one they came to bear the message that their master offered us an audience, it was clear from what was left unsaid that declining would be a major faux pas.
We followed the mephits and they brought us to the source of the singing. A giant elemental, a lord in his own right, tending to a forge while singing. He did not turn to speak to us, instead passing his messages along through the mephits. He introduced himself as the trapped lord, and explained how he had been summoned and bound here by the dwarves. In exchange for a promise to find a way for him to return to his own plane he taught Liam a few words in the language of ancient ignan, and imparted upon Liselle the true name of a mephit. Liselle summoned this mephit, and in exchange for a gemstone the small outsider agreed to follow the party and share what knowledge it had.
The party backtracked out of the stronghold, stopping once again at the mages guild in the hopes that maybe they could now find a way inside. Alas it was not to be this time either. Upon reaching the entrance of the stronghold the party found a fitting rock cropping to se up camp. During the night hired thugs attempted to sneak up upon said camp, but ultimately failed as rocks and arrows rained from above.
On one of the thugs we found a note that indicated that the mine had been a trick and that we were supposed to be captured when we reached it. Despite this we continued the whole way to the mine to check it out. On the way we found where the thugs had previously had their camp, but not much else. And so began the trek back to Duvik’s pass.

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That one first leg of the journey to Targas
So we headed east then north

I’m gonna miss something for sure, but I’ll try.

So, the party, having returned from cleansing two werewolves and acquiring the second key sat down and planned out the next move. It was decided in an act of democracy that they would travel to Targas by caravan, trading and gathering information along the way.

The first leg of the journey was calm, taking us through Hightower and to Duvik’s Pass. Some other traders shared their knowledge of the lay of the land, telling us about what to look out for and also sharing some legends about the tower Poisson and the shifting lands it was built upon. With creatures living in the stone itself.
One trader in particular also told us that Tievmore is a very reclusive settlement, inhabited mostly by those who fend for themselves and rarely trade.
Dodrom rarely takes in trading caravans, instead relying on the ships passing by on their way to Targas.
Steeplefall however is a community of farmers very willing to trade with those passing by.
He also told us to expect to pay a toll for using the road once we pass onto the high road shortly after Steeplefall.

When we reached Duvik’s Pass the party split up, each member having something of their own to do. Baltock returned to the dwarven clan Grimbeard for whom he had previously worked, and was received with open arms. He shared with them some of his trove of fireforged steel, in addition to exchanging information about smithing.

Liam set off to find himself an upgrade to his armor, thinking that the perfect place to find a mithril chain would be the dwarven city known for it’s veins of silver. He ran into a merchant and smith who offered him a deal. The deal was that he, and the party, go check out a mine that the merchant was interested in acquiring. The mine was said to contain a metal beyond description, both light as a feather and biting like heavy steel.
If the party were to find proof of this metal existing in the mine the merchant would rewards us generously. If we did not find any of the metal, but still provided proof of having checked out the mine then the merchant would provide Liam with his mithril suit. Baltock bartered himself to a small amount of the metal if it were to be found within the mine.
The mine itself was said to be a two days trek to the east of Duvik’s Pass, close to where the party suspects the First Vault to be situated.

Vilvan searched around the city for the day, trying to expand his knowledge of alchemy and poisons in particular. He bought a stack of books of varying subjects from a dwarven apothecary.

Liselle searched out the mages guild and their library in hopes of finding someone to help her decipher the journal that she had found in the mansion previously. In the library she met a dwarf from clan Mallethill who gladly offered to take a look at the journal. They agreed that she would return the next day and that he would share what he had gleaned from it. She spend the rest of the afternoon trading at the markets.

The party reconvened at the inn as the evening was drawing near. Liam had taken to the stage to show up the dwarven performers whilst Baltock and Vilvan downed shots of the strongest drink in Duvik’s Pass. They both did so admirably. When Liam returned to the table he was offered a bottle of the strong whisky and encouraged to take a shot. Upon doing so he stepped out of his body and saw beyond the planes, into the very creation itself.
On the morrow after Vilvan, Baltock and Liselle all woke up without any lasting impressions of yesterdays drinking. Liam however woke up outside of town, with a tattoo, still drunk.

Liselle went to pay a visit to the dwarven scholar, and upon reaching the library found the door swung open. She searched the lower hall for him but turned no trace of the dwarf himself. However she recovered some scattered notes and a copy of the journal, the original having disappeared just like the dwarf. The notes she found read the following:

Silvered Roses
Hollowed teeth,
… the anguish of the mighty …
In the pursuit of the spear …. The blades of bronze


Before she left she also searched the basement for anything hidden, and found a secret study hidden behind a tapestry. In there she found a heavy spellbook, a wand and some scrolls. She leafed through the spellbook, eager to find out what secrets it held, but quickly closed and hid it once she realized it was a necromancers tome.
On her way back to the inn she felt faint, and managed to figure out that the spellbook was probably posioned with a contact posion, but she had realized it too late. Frantically trying to scrub the posion off her hands she sent Nahryx to find Vilvan at the inn.
Nahryx made it there just in time to explain to Vilvan what was going on in panicked breaths before he was dismissed. Vilvan rushed to Liselles aid and with his expertise on posions managed to concoct an antidote that would save her from the poison.

The party then reconvened, decided on the journed to the east and arranged for the caravan to continue on without them, they would catch up later. They also arranged for horses to make travelling faster.

And the evening ended with the party on their way to set out to research the mine to the east.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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