A call to glory

Chalice of Storms
the escape

  The heroes pressed on into the ruins looking for the Aboleth, as time was not on their side. The amulets still provided some protection, but they would not last. At a crossroads they decided to press towards the smell of salt water and hopefully find the creature.

           The corridor led in a winding pattern until they came upon a large chamber. Hidden inside were gargoyles waiting in ambush. This was Hethcloack's old fleshfactory where he created monsters. The gargoyles were the remnants of his works and guarded the chamber from intruders. The rogue discovered that the door would trap them in if it was abandoned so the cleric was told to stand there and behave while the rest of the party engaged the enemy.

        The gargoyles put up a stout fight but in the end were little match for hardened heroes. The room was cleared and the party went through looking for more clues, but the chamber itself was mostly empty. They continued on through winding passages until at last they came to the heart of the hill.

         The chamber was split were a crumbled bridge had fallen into the sea water. The aboleth had to be close as across a 100 foot pool of water there stood the chalice of storms. The artifact the aboleth had been using to destroy ships and trap crews. The party saw a pair of wells that connected to the seawater that had flooded most of the cavern. The monk decided to drag the cleric across on a door he had ripped from the other chamber (the previously mentioned magical door) this would prove decisive unbeknownst to the heros.

              The aboleth was not defensless though and had ordered its skum to attack the party. The group decided to tackle and destroy the chalice as the aboleth was using it to attack them in the chamber. The party fought back hard, but the monk used the door to block the second well ,thinking to stop skum from emerging as they were from the other. He did not know that he blocked the aboleth and trapped it in its submerged lair. The cleric then cast sanctuary and she was placed on the door. This caused the aboleth no end of trouble as it could not target her and hence the door to free itself and with the "magical" barrier it was unable to use its mind powers.

              The heroes were able to destroy the chalice and as the sanctum began to come apart they leaped through a portal and to their next step in adventure.

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The ruins amongst the islands
Finding Hethcloaks sanctum

 After sifting through most of the ruins of the red wizard's tower, the heroes discovered some new items to assist their quest.  They were able to find enough of the red wizards remains to commune with the dead and discovered that he had set himself up here in hopes of finding the secrets of an older wizard who had established a sanctum on this island.

          The ancient red wizard named Alvorien Hethcloak had established a sanctum on the island before the spellplague and had passed on in the centuries before. It became clear to the party that there was a disaster precipitated by the year of blue fire and that the dead spirit of the red wizard was not aware of what caused the curse on the island.

          Further investigation showed that the red wizards tower had been pulled apart by an unfettered kraken serving the abolethic sovereignty. They decided against exploring further and moved on to try to break the curse over the island.

            The journey took them to the inner lagoon's coastline where they discovered a boathouse that belonged to the original owner (the wizard Hethcloak). and decided to set up camp here as the evening was drawing in and they had no natural warnings or defenses against the possible wandering monsters. they discovered that the boathouse though ruined (made of marble and mahogany) was still protected by some lingering magic. There was wildlife in the area which was a new experience for the party.

          There were crabs and reefclaws around the area and their supplies were not rotting. This allowed them some time to relax and indulge in a little light hearted entertainment. Of course that meant nothing good was going to happen and it didn't. They were attacked when a sudden squall hit and a pair of large tentacled monstrosities crawled ashore. The fight cost the lives of more of the company (sadly for the poor sailors) and in the end the party was victorious. Though the boat they had planned to use to get to the island in the center of the lagoon was smashed.

             After a nights rest and recovery they decided to wade/swim out to the island, now consisting of the heroes, a cleric, the bo'sun, and 1 surviving sailor. On the island they were concerned with the possibility of tatzelwyrms being in the area, so the druid wandered about while the monk and magus explored the more esoteric parts. The rogue and the cleric discovered the portal and some clues that showed that this place was at least once earlier visited by the order of the cerulean sign. There suspicions about aboleths being involved were beginning to be confirmed.

             Things got worse when the monk was trapped on a bench (an artifact combo designed to be used in conjunction with another) that allowed him to both view the whole of the island and at the same time drain his will. He and the magus were able to determine the effects of an aboleth reaching up from the deep. The magus and cleric tried to free the monk from his entrapment but the magus was himself stuck.  The rogue and cleric continued with the traps. Meanwhile the bo'sun and the sailor found themselves taken over by a wave of will radiating from underground. The rest of the party resisted but they were taken and used to attack the rest of the party.

         The druid's lion was able to kill the two taken, but that cost the party yet more of their dwindling strength. Finally the monk was able to break his binds and rescued the magus. The party used their pooled knowledge and experience to figure out somewhat of the scenario. They were able to discover the bulk of what they could about the cerulean sign and the abolethic sovereignty. With further exploration of the island and looking at the statue and other objects the party decided to "break the seal" and go in after the aboleth. This decision was made easier by recovering items belonging to the cerulean sign that would allow them to hide and resist the aboleth.

         The place was deep and dark, the former wizard's sanctum was now a lair of evil outsiders. They went down deep, winding stairs until they came to what was either a carved out chamber, a natural cavern?, or some combination of the two. It would prove to be some manner of trap as it was the lair of giant spiders and a pair of phase spiders.  The battle was short and sharp, it turned fast when the rogue opened the airways to allow the party to burn the webs and the druid was able to strike the spiders with lighting bolts from her spells.

                The party decided to camp out and rest in a secured chamber that they had explored. It ended up being the outer and last defenses that the cerulean sign used. …

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A cursed island
The survivors rally

The shipwreck upon the reef caused all manner of chaos amongst the crew, the captain was no where to be found. The keel had not snapped but the poor ship sat listing on the reefs. The hull was cracked and water flooded in. The sharks were feeding well and reefclaws swarmed those thrown into the water. The storm had come up out of nothing and its violence and suddenness had doomed the ship.

     The party was able to acquire the last of the lifeboats through some rough "negotiation" with the crew. The Bo'sun put up a fight but the party was able to slip through and make it to the shoreline. Once there they discovered that the storm was more than just a fluke, it was a deliberate attack. They could still see the whirling clouds and heavy rains  menacing the ship and crew, but a mere 60 yards off and they were out of rain and winds.

     They quickly decided to move inland and away from the beach. After moving towards the forest at the eastern edge they wound there way until they came upon a ruin of unknown origin. They gave it a quick inspection and discovered that it had been there for months and was wholly abandoned. Further investigation showed that the site had been regularly attacked by zombies trying to get at the survivors of other shipwrecks that had come ashore.

           The last captain, one Captain Chatham of Marsember (in the kingdom of Cormyr) was the last survivor and he was slowly going mad. The zombies attacked night after night to prevent rest and the woods were infested with twigjacks and other assorted monsters. Worse to hear, they would find that their supplies were also affected by the curse that slowly made even their rations become un-useable after 5 days.  This became a cause of concern and sure enough the night saw an attack of zombies on their encampment in the ruins.

            An excellent display of magical might and raw force saw the zombie menace destroyed but the heroes realized that a malevolent force was at place and they had a limited time to solve the mystery. The next morning they set off and after wandering in the woods in an attempt to follow Captain Chatham's course to the center of the island, they ran into other survivors on the beach and quickly pressed them into their party. They then ran afoul of wood golems and twigjacks. A battle ensued that led to the party being victorious.

        They would discover more of the island's sinister nature when they found the cursed heads that were used by whatever power ruled the island to summon the monsters to attack survivors. With this item they slowly uncovered the magic that made it work and found a way to neutralize its effects. Using this new found technique they managed to press further into the woods without incident until they discovered a ruined wizards tower in the forest. It looked to have been destroyed in a cataclysmic duel.

         Of course the heroes moved in to investigate and triggered the ancient guardians of the tower, 3 water and 1 fire elemental who tried to prevent the party from getting too close to the ruins. The heroes intended to use "commune with the dead" to discover what had happened and find more clues to the island's mysteries. The heroes destroyed the bindings on the elementals but also lost their cursed skull in the battle. But they were victorious and prepared to dig through the ruins and question the former master of the tower's ghost.

………to be continued next session when the heroes

     

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Cast adrift
Prologue: On the Sea of Fallen Stars

   We had trusted her to be a good ship and through most of the journey from Altumbel she had held up her end.  It was the storm that hit us unexpected that caused so much havoc. We had been skirting close to the Pirate Islands, it seemed wise to keep light and land in sight with such a squall about us. We had not figured for the rocks.

       The wreck of the "Lucky Lady" was unexpected as it was sudden. She had broken her keel on a rock, or reef. We could not be sure. It all happened so fast in the night. The rain and wind had hampered our vision and the clouds blotted out the moon and stars. In hindsight it would seem something more sinister was afoot. The storm left as fast as it came upon us.

        We found ourselves with the fortune of being close to an island and in the dark of night the lights from a small village gave us hope. We were close enough to shore that our ship had not fully sank, she rested on a sandbar perhaps 60 feet from shore. We resolved to wait for morning when we could see. That would prove fortuitous as we discovered the shoreline to be almost an unbroken mire of mud. There was a bay and we took our two remaining life boats and went towards where we saw the lights. ………….

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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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