Tales of the Shattered Land

Session 9 - Light and Shadow

In the following morning, a priest came to the adventures saying the king had summoned them. The party took some minutes to make themselves suitable to the royal presence. Led to the throne room, King Damian IV was standing, wearing his golden ornamented armor and holding his sword. High patent military were present, as well as Kelemvor's archbishops.

The king first thanked the three of them for bringing the vampire presence in the kingdom to his attention, but then asked why Lord Babak was being accused of being the Master Vampire. To solve the case, Damian called the noble to his presence, and explained the situation. Babak obviously refuted and laughed on the accusation, then the king asked him to step in the sunlight, to which the lord obliged.

For a moment that seemed like an eternity, the air was still as if everyone in the room was holding their breath. The Count stepped into the light and… nothing happened. The king sighed and apologized for the inconvenience, as Nozdormu did for his mistake. As the lord dismissed the apologies, de dragonkin noticed a faint, scornful grin on his face. Orum was not convinced and asked the lord to make a cut in his hand, for it is known that vampires have a powerful regeneration power. Babak did it, despite the king's protest, and showed everyone his bleeding hand. The king once again apologized for the troubles caused and warned the adventures against making such severe accusations without proper evidence.

On the way back to Kelemvor's temple, one of the archbishops advised the group to keep a low profile if it was their intention to stay in the capital, since making such a commotion had put them under observation. The adventurers didn't really worry about that.

As they reentered the temple, Nozdormu noticed a big raven landing on the god's statue. Their sights crossed each other and the paladin felt himself being drawn to the bird's dark eyes. Suddenly, after a flash, he was seeing the capital from far above, in the sky. Another flash and he was again in the streets, looking people pass by. One more flash and he was near the castle walls, in a space between Pelor's and Kelemvor's statues. Then he was moved through a soldier on patrol and the wall behind him, being now in a dark corridor going down a long stairway. The flash moved him once again, and he was now in a poorly lit room, with indiscernible images on the walls, and a pedestal with a black-hilted golden sword in the center. One last flash and he was back into the temple, the crow gone, and his companions giving him curious looks. Nozdormu explained his vision, and after gathering some quite unhelpful information with an archbishop, they set off to investigate.

When they arrived at the section of the inner wall which the paladin had seen, they inspected it, and Nozdormu found a slightly loose block engraved with a worn out rune. They figured it would draw a lot of attention to open a secret passage on the walls in the middle of the day, so they waited until after sunset. Returning to the same point at night, the blocks moved and rearranged to allow their passage into the secret stairway. Had Chiva's been a little more attentive, she would have noticed that they also crossed a magic portal, what would explain the millennial work found in the wall stones of the corridor by Orum.

They climbed down the stairway, eventually leaving the narrow corridor, that opened into a large chamber, as the stairway widened as it approached the floor. The dim blue lights that illuminated the room allowed them to see three passageways: A huge double door across the chamber, and two stone doors, without handles or keyholes, one on each lateral wall. Above the great doors there was an image of Kelemvor and Pelor raising hands showing their palms to each other, and the doors themselves bare two round holes. These doors were locked and immovable. The other two doors had above themselves antagonic images: Pelor creating light from within a black hole and Kelemvor suppressing the shine of a star. Upon approaching Kelemvor's passage, the stone door lifted itself out of the way, revealing an empty room with another door across it. As they entered the chamber, spears emerged from the walls and floor, wounding Chivas and Nozdormu. The dwarf was able to avoid the trap, wandering further into the room. He noticed new openings on the walls just in time to lay on the floor and evade the bare flames that bursted out of them, but the heat still burned his skin. With no time to react, he just planted his face on the floor to protect it from the darts fired from the wall in front of him. Luckily, he just got one dart on his buttocks, while Nozdormu's plate armor protected him and Chivas from further damage. As soon as the trap chain ended, the paladin healed the enchantress, since she got it worse from the spears. They then walked to the next door.

This door too had no handle, nor locks, but it did have inscriptions and a circular hole in it. Along the first quadrant of the circle, a phrase lit up: "I'm yours since birth, but you can give me to others. You may need me to live, but if I'm stolen, you will not die." Without a second thought, Orum uttered "The heart." and a fourth of the circle slid from the door into the hole, showing a glowing rune for "heart". Then another phrase was lit: "My hands take facts. My head utters veredicts." After pondering for a while, Nozdormu tried an answer: "A scale?", and again a second fourth of the circle slid into place. The next riddle read like this: "I cannot be seen, cannot be felt, cannot be heard, cannot be smelt. I lie behind stars and under hills, And empty holes I fill. I come first and follow after, I end life and kill laughter." After a while, they realized the answer was "darkness" and one more piece fell into place, lighting up the last riddle: "I kill dreams and save souls. I free distressed hearts and imprison the evil ones." They spent a long while on this one. Trying different answers without success they started to consider giving up. But then the paladin said "No! We must find out the truth behind the vampires, we cannot allow that scum to roam free through the kingdom." And the last piece fell into place bearing a shining rune that meant "truth". The door finally opened, revealing a smaller chamber with a pedestal in the middle, bearing a perfectly round stone, which shone like there was a raging fire inside it. Wary because of the previous traps, they cautiously advanced to the pedestal, looking out for possible triggers, but they reached it undisturbed. The dragonkin took the orb and they returned to the main chamber.

Upon the opening of Pelor's door, they saw very dark room, in which the only light sources were two dim flames that sided the door across the room. They didn't find any sign of traps so they walked in the room, when suddenly Orum was stinged in the shoulder and felt terrible pain, as venom consumed a bit his flesh. After this attack, out of thin air, an Imp revealed itself, swishing its stinger. The paladin and the druid also noticed something moving in the dark and prepared for battle. Four shadows emerged from the darkness and reached to the adventurers, draining their energy and their strength (quite literally, actually), even though Nozdormu's Divine Smite destroyed one before it could even attack. Orum summoned a Moonbeam and disposed of two other shadows and then moved it to destroy the one that had been attacking his scaly companion. Chivas had been focusing on the Imp, and after Nozdormu hit him with a heavy blow, she froze it completely, making it shatter as soon as it fell to the floor. With a click, they heard the next door unlocking.

After resting for an hour or so to mend their wounds, the group advanced to the next chamber, much bigger than the last one, but not quite as big as the main chamber. The door fell back into place after they passed, and the body of a dead warrior, bearing a longsword and a badly damaged plate armor started moving, followed by the appearance of two ghouls, rising from the ground. Even though the creatures seemed menacing and terrifying, they were slow, and barely damaged the experienced fighters, whom gutted, dissolved and torn apart each one of them. The fight ended and they proceeded to the pedestal at the back of the chamber, that bare another perfectly round jewel, this one containing moving darkness, looking like a black hole.

Back to the main chamber, Nozdormu did the honors and placed the two orbs into the slots on the great doors. After a moment, the orbs shattered, releasing their contents, that moved and danced around each other, just to finally unite in a mutating sphere of light and shadows, floating in the space between the hands of the two gods in the image above the doors. Slowly and with a loud sound, the stone doors opened, revealing the chamber the Death's Paladin saw in the last part of his vision. The engravings on the walls told the story about the creation of the sacred sword that rested before them, apparently created in a joined effort of both Pelor and Kelemvor so the mortals would be able to drive away a terrible menace. The black hilt of the sword was just that: black. As it was made of the void itself. The blade, though, shone brightly, emanating a comfortable warmness. Nozdormu pulled the sword from its resting place and a burst of light pierced through the adventurers, dispelling Orum semi-bestial form, vanishing his fur and fangs, as well as revealing Chivas true Doppelganger form. Surprised by the truth, the dwarf and the dragonborn prepared to fight Chivas, who insisted to mean no harm to them (and was nervously trying to return to her common form). After the shock passed, they concluded that there was no need to be hostile to her. Admiring his new acquired sacred sword, the paladin noticed the engravings in the blade, written in a long forgotten language, that now, somehow, he understood. "Truth, Balance and Justice" were the words bore by the sword. Deep within, he already knew the name of the sword. He was now the wielder of Refulgent Shadow.


Party XP – 3000 (1000XP each)



Refulgent Shadow (Longsword 1)  > Melee Slashing Magic Radiant Damage - 1d8/1d10  2; +1d8 vs Demons/Celestials; Forced Judgment (2 charges, 3 days cooldown) > Adds 1d6 to damage roll.


Skills – Nozdormu learned the Ancient Language.

Session 8 - Keep an Eye for the beauty

After the party split up, Varis, Veduil and Kendra set off to find Lusca, who disappeared after running away from the fight in the previous day.

Lusca woke up, dizzy, in a stone cell, with a few bones decorating its corner, inside a larger room. Being "guarded" by an asleep human, she had been stripped from all her gear, being left only with her common clothes. A faint noise directed her attention to a chest on one corner of the larger room sided by her trident and staff. After a few thumps, de chest opened revealing her squirtle, who then walked to her. Lusca asked the little fella to take the keys from the guard, mission that the little monster completed with ease, since the guard seemed to have a very heavy sleep.

Silently, Lusca retrieved her equipment and moved towards the door. Before leaving, she listened to four voices that were chatting in elvish, apparently having fun. The nymph jumped out of her hiding place and stunned the four high elves with her flashing and magical beauty. She tried to keep them at a distance with her Thunderous Waves, but they resisted and fought back. Gravely wounded, Lusca was able to stun her enemies once more, but a bolt from a guard's crossbow took her remaining energy. With her consciousness fading, Lusca allowed her fury to boil inside her, standing up and healing herself for a last round. With a final and augmented Thunderous Wave, she sent the four guards flying towards the walls, cracking skulls and blowing ear drums, claiming her suffered victory.

As she stopped to catch her breath, Lusca heard the faint sound of the sea. Waves crashing in the distance. Well, it didn't make any sense, she was kilometers away from the sea and inside a windowless building. But listening closely, she noticed the sound was coming from the wreckage of a wooden box crushed by one of the downed guards. Underneath the wood splinters, she found a trident made of shells. Recognized as one of her family's relics, the Sea Ruler Trident was now in her possession.

Looking for a way out, Lusca climbed some ladders and emerged from a trapdoor inside a dark room that looked like a storeroom, filled with crates and barrels. She noticed a pair of feet blocking the light coming from outside from passing under the door. Still very weakened, the cleric decided to eat and rest for a while.


Before finally leaving them, Orum tracked Lusca's scent to a house and left the bard, the thief and the ranger there, thinking on what they should do. The house had no signs of movement, and Kendra decided to pick the lock of the front door. After breaking her lockpick, passers-by found their actions suspicious to say the least, and called a guard to verify the situation. Kendra convinced the guard that they were there to deliver a fixed leather armor to its owner. The guard, still a little suspicious, told them that the house has been vacant for years, and to get more information (or its keys) they'd have to go see the mayor. Instead, Veduil started a performance in the middle of the street, starting with terrible and misplayed songs, proceeding to a truly wonderful concert, for everyone's surprise. The show, obviously, was just a distraction, while Varis climbed the house and entered through a window on the second floor.

Sneaking carefully into the house, Varis checked the second floor and found no living soul. While climbing down the stairs though, he slipped down some steps and drew the attention of a terrifying floating creature. He then quickly ran away and left the same way he entered.

Tired of all this bullshitting, Kendra set fire to the front door, destroying it, and revealing inside of the house the cultist that faced them the day before and a round, disgusting five-eyed creature, a Spectator. A few moments later, a guard joined them in the main hall.

The fight started and the Spectator momentarily neutralized Varis and Veduil, while Kendra was attacked by a floating ethereal sword, created by the cultist. Kendra attacked from distance, and after breaking free from the spell paralyzing him, Varis managed to shoot the monster's main eye, and shot a rain of thorns upon the enemies. Lusca heard the sounds of battle and noticed that the pair of feet outside behind the door left. She then gathered kerosene bottles and a few fabric pieces to make incendiary bombs. Sneaking behind the enemies, she threw two of her molotovs, barely damaging the Spectator, but raining fire upon the cultist and the guard.

Veduil was knocked out by the monster's beam immediately after healing Varis, who had been badly damaged by the creature's attacks. The cultist burned to death and Kendra rushed into the burning house to kill the last guard, who didn't land even one single bolt on anyone, and help Lusca leaving the house.



Party XP -> 1350 (337,5 -> 340XP each)

Lusca's XP -> 340(Party) + 800(lone fight) = 1140XP

Loot -> Sea Ruler Trident

Session 7 - To the Capital!

Orum, Nozdormu and Chivas parted ways with the rest of the group, and left ahead to the capital. The travel would take about 2 days. Most of the first day passed calmly, until the arrival of twilight, when they were attacked by a group of four worg-riding bugbears.

Chivas was gravely wounded, Orum was forced out of his transformation for the first time, and Nozdormu took some heavy hits, but they were able to kill all the attackers, including the worgs.

The group rested, healed as they could. A merchant cart approached them, offering food and company along the way to the capital, if they worked as guards. The beheaded corpses of bugbears were a great business card.

Upon arriving at Goldarth, a gigantic city that towered above their heads, the group scattered to seek information about the Vampire Lord. They found out that the Count Babak arrived on a date consistent with the departure of the Vampire Lord from Stonebay, and has been living in the King's Court, ever since. Chivas didn't notice nor discover any unusual activity in the court, but, when asked, the servants said that despite the pale appearance of the Count, he doesn't seem to evade the sun. Through the night, she managed to impregnate the wife of a merchant (she had abstained for too long now).  Orum, investigating a poorer part of the city, made contact with a homeless kid and found out that some beggars have been disappearing. He gave the kid money to afford a room and a meal for the night, before leaving. Nozdormu notified his order about the incident in Stonebay, making the archbishops arrange a meeting with the king to communicate such matters.

Joining the gathered information, the group armed a trap to capture the one responsible for the beggars disappearance, dressing Orum like one. The sorceress and the paladin hid and watched, waiting for the time to act. The dwarf perceived movement on the roofs, and reacted quickly when the vampire jumped from above. The battle was quick and the warriors efficient, in a few second it was over and the creature had been subdued.

They took the prisoner to the archbishops, whom, shocked, sealed the monster and rushed to demand a conference with the king. The heroes had completed the security measures, but the mission would not be over until the Vampire Lord hadn't been turned to ashes.


Group Experience - 3000XP (1000XP each, Orum lvl 4)

Money – 68GP (bugbears)

Session 6 - High Threat

The party gathered later in Stonebay, bought supplies and prepared to leave to the capital. But, as they walked through the streets of the city, they were attacked by spies on the rooftops, followed by a group of mercenaries and a strange cultist.

At the start of the fight, Lusca suddenly ran away and disappeared. The party suffered heavy damage from the mercenary leader's heavy blows and the spies' sneak attacks, but were able to overcome their foes, killing all of them, except the cultist and one spy, who were able to run away.

After the battle, the group decided to split up, since they had to look out for Lusca and Nozdormu had to take care of the Vampire Lord situation. Chivas and Orum followed the dragonkin to Goldarth, while Kendra, Varis and Veduil stayed to look out for the Nymph.


Session Overall:

Party XP - 1750 (290 each)

Loot – Heavy Crossbow, Plate Armor (Nozdormu), Greatsword

Session 5 - 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. When the monster was finally able to hold a grip on the paladin, he threw himself and his 200kg upon his foe, pinning him down, while Chivas cast a spell that would save his life moments later. 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 and destroy the beast, 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

Session 4 - 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

Session 3 - 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.

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.

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

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.