Tales of the Shattered Land

Evil runs in the blood

As the rest of the party made their path to Stoneshore, Nozdormu and Chivas headed to Mankin, a small town to the southwest. It was a quick travel from the Village, but they arrived by noon. Nozdormu has visited the town previously, to judge a case of murder, and found it strange that it was so empty. The town still boiled with some activity, but it was way emptier than he remembered. Even though it's a small town, it is always throbbing with people coming and going, buying and selling. It's not exactly a prosperous city, it produces very few products and survives mostly through selling, buying and reselling stuff to other regions.

Even though the god of Death, Kelemvor, may not be the most popular amongst the common folk, the city was built around his temple, people respect him and pray for him to guarantee a safe passage for their loved ones to the afterworld.

Nozdormu and Chivas entered Kelemvor's temple to make the report to a very pale priest, who seemed concerned with the news. He claimed not to know the reason why the town was so empty, but something in his behavior made the dragonkin paladin suspicious.

Nozdormu decided to investigate the situation, and found out through a fish salesman that people stopped coming to the town since some weird stories started to spread. Legend goes that people were disappearing and reappearing after some days. People related to the victim proceeded to leave the town shortly after. He also found out that the first case happened a few weeks earlier, when the son of the only noble family in the city disappeared, supposedly after getting hammered with booze. The family left to Goldarth a few days after.

Further investigation in the, now abandoned, noble mansion revealed that the family recently got a new father. Old portraits showed the family with a hirsute, gentle looking man, while the recent ones showed a pale, serious man.

Back to the temple, where the adventurers would spend the night, they found, again, the pale priest standing in front of the altar. When asked where the other priests were, the man smiled and answered vaguely, but Nozdormu insisted in seeing them. The priest led them to a door, under which the paladin noticed a pool of blood, what made him draw his hammer. The priest laughed quietly, then loudly and opened the door, revealing the corpses of the God of Death's priests, with shredded throats.

Nozdormu breathed a stream of fire on the creature, destroying its clothes, and revealing its really pale skin. The vampire spawn then turned to face them, exposing its fangs, then jumped to the dark ceiling of the temple. With no vision of the monster, Chivas unleashed a sonic blast centered on the ceiling, but was unable to make him fall. Suddenly lunged from the darkness, it struck Nozdormu with its claws, and tried to grab him, but the paladin kept it way with his hammer and the power of light. Chivas wasn't able to cause much damage, but provided some support while her scaly friend fought the vampire. Even though he was able to keep distance from the monster's fangs, Nozdormu was badly injured in the battle, but was able to defeat the beast, and destroyed it after piercing its heart with one of his wooden darts.

Infuriated, the dragonkin concluded that a vampire, the step-father of the noble family, desecrated the domain of his master and killed His servants, and decided to follow its trail to Goldarth. A vampire lord mingled in the nobility represents a great threat to the whole capital.

Nozdormu and Chivas burned the priests' corpses and rested through the night in the temple. The next morning, while talking again to the fish seller, they were blessed by the presence of a mythical and legendary creature: the Cavala. Half fish, half horse, this majestic creature offered itself to carry them through the skies to where their friends were.

 

Party Exp: 1800XP

Individual Exp: 900XP

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Playtime is Ogre!

After defeating the necromancer, the party retreated back to the Fisherman's Village to rest. With the new information brought by Lusca, everyone agreed to follow her quest, since it seemed foolish to deny a direct request from a god. Nevertheless, Nozdormu decided to contact someone from his church, so he could report the necromantic activity and Chivas volunteered to come along, for personal reasons. The rest of the group left towards the kingdom's capital, Goldarth. The travel would take at least 3 days, so they decided to stop by a smaller city on the way, to rest and stock. They then took off early in the morning, in a quick pace to Stoneshore, a commercial city halfway to the capital.

They had already traveled most of the way to Stonebay, when a man comes running from the trees that marge the road, followed by two ogres. The man had already hidden among the trees when the ogres emerged from the forest, so they turned their attention to the adventurers, that attacked and took care of them with ease, once Veduil took control of one of them with Crown of Madness. The battle hadn't ended yet, though. The ogres were incited to chase the man by a gang of 20 goblins, that revealed themselves blocking the road. The chief organized them, and their big numbers revealed to be a dangerous threat to Lusca, who jumped head first into the battle, and Varis, who was severely wounded by numerous arrows, shot from the goblins short bows.

Once again, Veduil used his magic to neutralize de goblin chief, reducing the organization of his underlings, and allowing his companions to overcome the numeric disadvantage.

The group looted the corpses, acquiring arrows, knives and daggers, and then resumed their travel to Stoneshore.

 

Party Exp: 900 + 1000 + 200 = 2100XP
Individual Exp: 420XP

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Holy cow(call)

Upon arriving on the cemetery, Lusca noticed a sudden change in the scenario. The ground and the sky were traded by a floor and ceiling made of water, stretching as far as she could see. With stone pillars sustaining the ocean above her head, she identified that place as some kind of shrine, but it didn't feel like anything she had felt before, it didn't feel like the same world. As she looked to the big statue in front of her, the deep voice of Umberlee filled the place, coming from every direction. Sure, she had never listened to the godess's voice, but there was no way she wouldn't recognize the presence that has been with her since her birth.

Umberlee declared to have a quest for Lusca, but that she would have to survive a test of strength and endurance, against creatures from the deep waters, to prove herself capable of facing the dangers that were to come. With her powerful determination, devotion, and a little help from the Rod of Storms, lent by the goddess, she overcame the trials and proved her worth.

Satisfied, Umberlee announced the approach of a terrible darkness. The entity that almost caused the extinction of life on Reinarth, and forced Rhyannon to break off part of the continent. was preparing its return. As in the past, thousands of years ago, it was raising an army of creatures filled with the fierce power of darkness to, once again, try and destroy every form of life beyond the ridge. Umberlee also said that the artifacts Lusca was seeking, would too, aid in the fateful battle.

With the quest received, and aware of the challenges ahead, Lusca thought how stronger she would have to become to fulfill her destiny. Carrying with herself a trident, a trophy of the enemies defeated in the name of her goddess, Lusca was sent back to Reinarth, and to her companions.

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Session 2 - Death Awaits

After the brief battle against the skeletons, the adventurers concluded that there was a necromancer nearby. After asking a villager about a possible font of corpses, he pointed out that there was a Memorial Graveyard across the Royal Road. The Graveyard was built to honor the dead soldiers of an ancient war against the Orcs, and four heroes that made the victory possible, at the cost of their lives.

Under a harsh rain, the group arrived at the graveyard, and Lusca disappeared mysteriously. There they found the necromancer, who used his magic to(even if poorly) bring back to life the four heroes of the war: Reiner, The Wise; Jane, The Brave; Dave, The Barbarian and Torik, The Just. Most of the heroes were disgusted by the fact that they were touched by necromantic magic, and asked the adventurers to release them of that terrible state. With a whole lotta luck, Chivas was able to quickly dispatch the Half-Orc Mage. Even though the berserker fought fiercely, Orum defeated him with his bear form. Torik was purified by Nozdormu's holy powers, and Jane, after performing a dangerous magic, was too, taken down by the raging bear-man.

During the fight, the necromancer slipped through a portal that was opened on a large gravestone that stood behind the heroes sepultures. After healing their wounds, the group followed him through the portal, that lead to a huge crypt, dedicated to the Malark, The Guardian,  the Golden Dragon that assisted the heroes during their fateful battle. Unfortunately, when the group arrived, the necromancer was finishing his incantation, and summoned a Dracolich. Lacking his wings, tail, and many other body parts, it was clear that the job was way beyond the Death Mage capabilities, but still, the dracolich still posed a terrible threat.

They were able to defeat the dracolich and free the dragon's soul, that unleashed his fury over the foolish human who dared desecrate his resting place. Shortly after, a secret room was revealed, containing an egg which hatched a Dratini, who quickly took his place rolled around Nozdormu's neck.

The ghosts of the four heroes and the dragon appeared again, warning the adventurers to strengthen themselves, and prepare to the arrival of an evil, older and greater than the one they had faced. Malark gifted Kendra with a Dragonfang Dagger, since she was in a terrible lack of weapons since the prison break. With that gift and advice, the ghosts vanished, leaving behind the gear of their former bodies, the treasure commonly found near dragons, and a strange golden artifact, which Chivas found out to be some sort of draconic magic key.

Session Rewards:

XP: 7560(1260 each) and party level up(except for Lusca).
Loot: 300PO, Torik's Mallet, Jane's Mace, Dragonfang Dagger, Draconic Golden Artifact.

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Session 1 - Messy Start

Kendra was captured by bounty hunters when their Growlithes casually caught her unusual smell. The Duke of Baymount became famous for the shows he provided to their subjects with the execution of rare Drows and gladiator fights with rare creatures. In exchange of a nice amount of gold, the hunters handed the young dark elf to the Duke guards, who sent her to the dungeons to wait for her execution. A Drow execution is a rare event, and word of Kendra's capture ran fast through the city, reaching the alert ears of Varis, as well as to the ears of a curious young noble woman.

Varis and Kendra have been together for a while now, and the news of his beloved being captured terrified the hunting guard. Desperate and lacking ideas, Varis reached to Orum for help. Orum is a dwarven druid who guards and lives in the forest that surrounds the Duke's city. Despite disliking each other, Varis and Orum have been acquainted for a while and the dwarf became fond of Kendra. It was nightfall when both of them started devising a plan to rescue the dark elf.

Meanwhile, a mysterious figure enters the dungeons, covered in a dark cloak. Passing unnoticed through countless guards, it stops in front of Kendra's cell, staring at her with curiosity. No, curiosity is not the word, it was more like… lust. Offering help, Chivas, the young noble woman only wanted in exchange Kendra's story. After telling Chivas how and why she left the underground (noticing, unsettled, that through the narrative that the woman kept biting and licking her lips), the mysterious human left to salvage Kendra's gear. With a "little bit" of seduction and a few tricks, Chivas was able to retrieve most of Kendra's equipment, then leaving her to her own abilities. The escape attempt went south, and Kendra ended up back in her cell, but with a guard's body sinking in the water of the bay below. Sighing, Kendra stared again through the Death Door of her cell, looking at the moon and the bay that stretched out of the land. She didn't notice a strange little ship, drifting on the moon's reflection.

A few hours later, Varis reentered the city, mounting a big horse, proceeding to the dungeons entrance. Varis' steed was actually Orum, shape shifted. The enormous prison have been built into the rift, having all the cells opened to the bay, for any prisoner fool enough to attempt a daring escape. Jumping for "freedom" is suicide, because even if one is able to survive the dive, no one is able to reach a climbable point of the uneven terrain without drowning along the way. A long stairway led to the first level of the prison, almost at water level, where smaller criminals were kept. It then zigzagged up the rift, ending a few meters below the Duke's castle itself. The ranger kept guard of the entrance, while the dwarf entered the dungeons to rescue Kendra. Turning himself into a big lizard, Orum was able to crawl on the dark ceilings of the prison corridors, unnoticed, until he found Kendra's cell. Equipped with her skeleton key, she opened the door ot Orum, who then climbed up the rift walls, unclimbable to human(or elven) hands. Gathering all her strength, Kendra managed to hold onto the slippery reptile friend all the way up the rift, reaching her freedom unharmed.

The next day, a big crowd gathered at the execution courtyard to see the show, but instead, were told that the protagonist had escaped. Satisfied with their jobs, Varis, Orum and Chivas smiled, mingled in the multitude. Unexpectedly though, the Duke decided to contract volunteers to hunt down the fugitive Drow(who apparently killed a good, innocent man on duty), in exchange of a solid reward. Fearing that the hunters would be able to track down Kendra, who was now safe in the forest, Varis and Orum volunteered to the job, as well as a draconate Paladin and a human knight. The draconate presented himself as Nozdormu and the human as Jameson. A little later, Veduil, a bard, offered himself to follow them, as he could provide entertainment and help himself during the quest. The new formed party left almost immediately.

Oblivious to the recent events, a young nymph, Lusca, docked her ship at the western coast of the peninsula. Pissed of with the fact that her ship strayed into the indockable bay the night before, she stomped her way away from the docks of the fisherman's village, and almost hit a passerby with her infuriated hair-tentacles when she noticed that she was on the wrong side of the peninsula. Taking a veeeery deep breath, she traded her ship for some supplies and gold, and started her way across the land by foot, as she could not bear the sight of a boat any longer. Traveling through the forest, she accidentally met Kendra, who was distracted playing with a little yellow rodent. Feeling her kind spirit, Lusca approached her, and they got acquainted. After hearing that Kendra was a fugitive (marveled with the dark elf's naivety), Lusca took her to the temple she was headed to, where she would be protected.

Adamant, Nozdormu was determined to bring Kendra to justice. Not because she was a fugitive, since there were no charges towards her, but for accusation of killing a guard. Orum and Varis slowed down the group, while thinking on a way to end the hunt. They reached the glade where Orum and Kendra live, finding it empty, for their relief. Varis sugested they should search the nearby village for information about Kendra's whereabouts. There they were pointed towards an Umberlee Temple, unaware that that was actually the right place to go. Reaching the temple, they were confronted by Lusca, who would not allow their entrance in the temple if it wasn't her goddess will. The nymph convinced Nozdormu that the drow wasn't there, while showing the others signals that she knew who they were and that they should come back later, without the hostiles. Even though Varis stupidity almost blew their cover, the party returned to the village so they could spend the night.

In the dead of night, Varis and Orum went once again to the temple, having to cross the waterbody that now separated the temple from the land, due to the rising tides. The way was also covered by a fog created by Lusca, so when Kendra's friends arrived they could speak in privacy. Veduil was also able to communicate with Lusca earlier and left shortly after Varis and Orum, but he waited out of the water and outside the fog. A mysterious figure watched his back in the distance.

As the reunited friends prepared themselves to face the fierce paladin, Lusca felt a call. A sudden change on the wind, a chill running up her spine, something made her feel the touch of the goddess. Entering the temple she stood in front of the sacred fountain, where a statue of Umberlee poured water on a small pond. The water gleamed with a blue light, and suddenly a shell emerged from it, jumping to the temple's floor. After a while, a small turtle like creature, a Squirtle, popped its members out of its shell, bearing a rolled parchment in its mouth. The Squirtle then approached Lusca and handed her his "gift". Astonished, Lusca opened the document and saw a map of Reinarth, with a spot marked between two mountains on the south ridge.

Lusca, euphoric, returned to her new acquaintances and shared the news. Since they probably wouldn't be allowed into the Duke's territory soon enough, Lusca convinced them to join her in her quest, thus starting their adventure. But they still would have to deal with the paladin. It wouldn't be good to have an obstinate draconate following them until their deaths. As they had the numeric advantage upon him, the party decided to try and convince him to forgive Kendra and, if he refused, well… Too bad for him.

Leaving the temple, they met Veduil waiting outside the fog. The bard was amazed with the news and insisted to join the party, as this adventure would be a great inspiration for acts of heroism, therefore, songs of heroism. The mysterious figure watching on the distance revealed itself as Chivas, who was disguising herself as Jameson all along. She and Lusca seemed to bond almost instantly, and even though she claimed to have interest in helping the quest, her eyes didn't leave Kendra's or Lusca's body for a second.

The group arrived at the inn they should have spent the night just to find Nozdormu sat by the balcony, drinking beer of a large wooden mug. He didn't show any sign of surprise to see the whole group there accompanied by the drow. He just said calmly that despite whatever relation they would have with Kendra, she still needed to be judged. As the discussion was about to begin, sounds of tumult started to be heard. Through the window, people could be seen running in fear. The whole group headed outside and found out that a small horde of skeletons was attacking the village, setting fire to houses and killing anyone too slow to avoid them. The adventurers acted quickly and defeated the monsters swiftly, making the town safe again.

 

Session rewards:

Party XP: 650

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Welcome to your campaign!
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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.

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