Adventures in Nashareem

Current Party Level: 6

As an update for those who have missed a few sessions, we are now at party level 6!
Defeating a vampire, battling the Wyrmslayers in public, and the death of B’Ruce have changed how your characters act and increased their talents.

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The Street Battle of Grey Gull Shrine

Guarding the cask while the other adventurers went in search of a way to transport it, Shaksa and Velgaer clashed with three heroes of the Wyrmslayers after the cask. Dragging it into the street with magic, Velgaer was cast into the Underworld when he tried to detonate the wards on the cask among the Wyrmslayers. His patron sent him back with a powerful black crystal rod that greatly empowered his attacks, but opened cracks into the Underworld, allowing his patron’s servants access to the mortal world.
Blasting his way through the guards around the cask, he hammered his way closer and closer to claim the prize. However, the underworld beings swarming to his aid triggered the defensive wards of the shrine, nearly trapping Shaksa in with its fury. Fleeing the battle, Shaksa and Capricorn made their way back to the hideout. Velgaer pressed on despite his wounds, passing with the cask through a gateway to his patron’s palace. There, the patron accepted the gift, agreeing to send him back if he would work towards completing his goals of conquering the mortal realm.
Returning to the hideout, Velgaer demanded rituals they had captured from Bonewalker’s cultists to give to his patron. Capricorn substituted a scroll full of gibberish, and when Velgaer took it back to his patron in the Underworld, he was trapped by his patron. In exchange for returning him once more to the mortal world, he forced Velgaer to be branded as his agent, and gave him a powerful sword looted from the cask. He returned battered by more deadly than ever.

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Search for the First Ward

Haunted by the savage power of their enshadowed enemies, and faced with a strong sense that they must grow in power swiftly, the adventurers decided to hunt for the artifacts within Apura. Travelling to the Ancient shrine that held the Shrine of the Grey Gull, they found the troll caretaker, Vaszik, attempting to clear out the debris of the shrine. Sitting with him, and quietly talking, was a strange halfling woman in a soft black cloak. Seeing the party arrive, she attempted to leave quietly only to be confronted by Gnash and Velgaer. With a show of acrobatics, she slipped away into the night, and the adventurers allowed her to go.
Meanwhile, Capricorn struggled with smuggling his new diangu pet into the city, harassed by the guard and forced to bring the creature back in a covered wagon. Through the trial, he came to a greater appreciation both for the challenges of having such a pet, as well as its hidden strengths.
Hiring a small army of laborers, the adventurers cleared the debris from the shrine, and helped Vaszik find some peace. They also uncovered the concealed glyphs on the flooring, and found the hidden runes to power the arcane pathways from the shrine to others like it across the Viridian Basin. The inscriptions they uncovered hinted at the dangers of the system, and the vast power latent in the ley line network.
Following the clues they were given by Bonewalker, the adventurers excavated in the memorial garden, uncovering an adamantine cask covered in protective wards, holy seals, explosive runes, and binding chains. Fearing to touch the cask, they debated what to do as they feared others were watching, waiting for them to make the wrong move.

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The Nightmare of Spiritwalker Shrine

DM Post-Action Update -
The party awoke in the morning to strange note delivered to their secret hideout, giving only the location of a ship dock. When they investigated, they found an impressive riverboat to use as their new mobile base, but in the cargo area lay a pile of bodies. Stripping the corpses, they found a wealth of magical items and weapons, along with the keys to an eerily empty apothecary shop. Swallowing any qualms about the nature of their gift horse, they dumped the bodies in the river, sluiced down their new ship, and returned to their hideout.
Haunted by a vision of growing danger, Shaksa led the party to the Spiritwalker Caverns in the hills nearby. Along the way, the party encountered a wounded tabaxi acolyte. Attempting to provide him with aid, they came under fire from the woods nearby, black-fletched arrows slashing in and crippling them. Advancing through cover, Snog lept into a nearby hut and slew a tabaxi with a bow, only to discover that its body was held upright with lashings to appear a threat. A savage dire wombat, lured from its den by the pheramones of a rival male splashed on the party, distracted them with a rear attack as the sniper struck those in the lead. Unable to stop their advance, the assassin, a lithe female elf in red and black leather, escaped up the cliffside out of reach.
Licking their wounds, but now too worried to halt their march, the adventurers headed up the hills towards the caverns. Inside, they discovered a sinister figure in armor standing over the writhing unconscious form of B’Ruce. The surviving acolytes lay scattered through the chambers, covered in foul black dust. The sacred runes and energy crystals of the caverns were defaced and profaned, weakening the natural magics of the location. Charging to engage, they found their foe implacable and unshakable. Wraithworms, ensnaring the spirits of the fallen acolytes, cut off the party from behind as the Nightmare struggled through their charge to complete his ritual. Falling back, those who left the cavern entrance were driven back inside as cruel black-fletched arrows sliced into their ranks. Striking to finish the fallen shaman, the Nightmare killed B’Ruce brutally. Overcharging his new golem leg, Gnash shattered his body into immobility to drive the armored foe backwards over a hundred-foot cascade into the depths of the caverns. Bruised and severely weakened, the adventurers gathered their spirits, camping for the night in the haunted cavern, and trying to save the surviving acolytes. Shaksa took up B’Ruce’s Dreamwalker staff, and led the acolytes in performing the rituals of burial of their fallen brethren.

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Bonewalker's Dinner Party

DM Post-Action Recap ( I would prefer if one of you players could do these instead, we’ve gotten a few weeks behind though and a lot has happened, so I wanted to get us caught up!)

After receiving a strange invitation, the adventurers met with the strange being called Bonewalker. A human infected with scragrot, Bonewalker casually revealed that he is the cult leader behind the Green Axes, the psychotic cultists the party has battled on a few occasions. He confided in them that he had attempted to work with Bloodhowler to achieve some mutual goal, but that the relationship had soured and now Bloodhowler wanted him dead.
The party struck a deal with Bonewalker, vowing to keep a set of artifacts out of the hands of Pelhurst the Hunter in exchange for new magical items and additional resources. Bonewalker tried to persuade them to bring the artifacts to him for protection, in exchange for greater wealth, to which the party made vague promises.
Just as Bonewalker tried to strengthen his offer, the party was interrupted by Bloodhowler, charging forward to murder Bonewalker. The party attempted to draw him away to get Bonewalker to safety, but the mad dwarf was too powerful for them to stop. To make the situation worse, a burst of red lightning brought the fallen paladin Wiriax to the field. The chaos reached a fevered pitch as Bonewalker and Wiriax once more attempted to slay each other, as the party limped away carrying Bonewalker to safety.

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The Conundrum of Sevens
Furthering our investigation

We were told that there have been three major attacks/disappearances:
• in sheltered tree alley -a client/family of goblins has been attacked.
• At the grave goal shrine on Cliffside Row-there has been an attack.
• In the Grosrow tenement on Dragonway Street in the second basement Poska hovel-there’s been attack
in an attempt to gather information, three of us visited the business of Duemaw, a trader of traders and information broker. We were told she is the one to go to for information and/or things. Her shop was decorated with green and purple banners. She gave us some information on the three attacks and directions on how to find the locations.
We first set out to investigate the sheltered tree alley attack. Even though the attack occurred the previous day, seven bodies of the slain were still in the alley. All seven of the slain goblins were male. There was a massive tree in the alley with an anthropomorphic face on the trunk. A large 5 foot-long tapered iron spike was driven through the tree’s face coming out the other side. There was blood-like sap leaking from the wound around the roots of the tree. The tree was killed in this manner. There was something written in the dirt at the base of the tree which could only be seen from above.
Around_the_tree.jpg
This is druidic for “Beware the green axes”. We have no idea what this means. A search of the alley also yielded a small decorative box which held seven decorated seashells. It appears to of been child’s keepsake but once again the number seven shows up.
While we were investigating the murders in the alley, several goblins were seen observing what we were doing. We determined that they were going to attack our group and in order to protect ourselves and to escape we climbed onto the roof of the nearest warehouse using the tree. We are attacked by several groups of armed goblins, we killed several of them were able to make our escape by crossing the warehouse roofs and eventually climbing down to the ground.
The next location we investigated was the Shrine of the Grey Gull. Upon arriving we encountered a Troll. He was sitting before the shrine entrance and when we approached he told us to leave. We persisted and eventually we were able to convince him of our sincere sorrow over the attack and he told us what had happened. There had been many folks of several races present have been killed. There were seven victims, all male. The women and children who had been present were missing. The troll told us that Pelhurst the Hunter, a dwarf, has been trying to purchase the shrine to raze it to build some homes.
While inspecting the Shrine, we found that there were six pictographs graven on the inside of the dome. All of the pictographs were of the Shadow Empire. They were: The rune Mount (which has been destroyed.); The Red Star Barbacon (sp?); The Dark Stone; the High Reach Monastery, the lost city of the Shadow Empire; and the sixth was melted beyond recognition.
While enroute to the third location the tenement on Dragon’s Way street, rising smoke was seen in the distance. Upon arrival we found that our destination was engulfed in fire. We spoke to several people and received multiple causes for the fire. One said that a Dragon etc. gunfire. Another said the three mercenaries had, and broken the windows and thrown firebombs inside. We were able to ascertain that there had been seven victims of the attack, all-male, and the women and children were taken.
While we were gathering this information, the firefighters and a legion of soldiers arrived to fight fire we thought. Overhead a dragon flew in and set fire to several the surrounding buildings is a firebreak to keep the fire from spreading to the rest of the area. It turns out that the soldiers were there to make sure that no one tried to put the fire out and to maintain order.
After hitting the dead-end of the fire, we decided to return to the tavern to regroup and to determine our next moves. We’ve split up to check with contacts and make preparations for the next step in our investigations.
We determined that Pelhurst the Hunter is a citizen of Empire and lives in the part of the city but only citizens may enter. Since we are not citizens and do not currently have papers, I have agreed to supply them for the group. My contact, Sqwark, a fellow Kenku, has a knack for supplying resources for the forgeries need to make. The blank papers he will supply me with the passports of dead citizens which have been magically blanked in order for them to be filled out for new “citizens”. Apparently he has found a way to liberate them from their previous owners during funerary arrangements with the deceased’s families. Lease forms then retained the “patina” continues for many years going about the city. He has been able to acquire six sets of these papers and since I do not have the coin to pay his normal charge; I have agreed to perform some additional forgeries for him at a future time.
I’ve taken the papers back to our lair and am in the process of forging the documents allow each of us to enter the citizens enclave. We will then continue our investigation of the disappearances, in particular, what this Pelhurst may have to do with them. Only await the return of the other members of our crew below the Tavern.

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S1E0 - Character Creation Day
The Dark Sundering Begins

The Dark Sundering Adventurers

Veterans of several small and successful adventures, the Dark Sundering Adventurers begin the Komorebi Story Arc. The party consists of six heroes:

  • Gnash the Smith (Ryan) – A hobgoblin warrior and master of the forge and anvil. He bears the forehead X-brand stigmata of a deserter of the Nashareem legions.
  • Velgaer the Shadow-Wracked (Kyle) – A drow swordsage, and master of combining blade and magic. He knows many dark secrets, including those of the dark caverns of the Underdark.
  • Capricorn the Wayfarer (Lou) – A tabaxi explorer, and master of woodcraft and veteran of the war. He searches for clues to the identity of the Blacksmith from a dire vision that came to him during the war.
  • Snog the Trickster (Mark) – A bugbear riverboat captain, and master of the ambush and cunning. He is a former vampire slayer, and bears the hard-won scars of his battles against the living dead.
  • Lorax the Warden (Mike) – A kenku guardian of nature, and master of natural magic and lore. Rumor has it that his family were once retainers of the Jade Empress, but were exiled after losing her favor.
  • Shaksa the Wanderer (Eric) – A mighty tabaxi warrior, he is a master of the heavy blade and channeling his fury in battle. Rumor has it that he is the lost heir to an ancient kingdom, or some kind of royalty in exile.

Recruitment

The party went to the Wheedling Goblin tavern to meet their contact, Grimmelhook, the leader of the Orange Gryphons’ hippodrome gang, a big hook handed shoovooshi. The gang leader met them at the bar, and introduced them to Gnash the Goatwracked, an old crippled goblin. Gnash Goatwracked led them down a secret staircase to a hidden lair beneath the tavern, a secret hideout for agents of the Fangbreakers. After the character gathered around the table of the meeting room, a gust of wind and smoke materialized as Sirocco, a mysterious spellcaster who claimed to represent the Fangbreaker Council. She offered them membership and sponsorship of the Fangbreakers if they agreed to act as agents on their behalf, helping them to protect the natives of the Viridian Basin and to stop efforts of the merchant guilds to force the Empire to annex the territory. She petitioned them to take up a trial task, to find the cause of the disappearance of several people across the Riverfront Docks district, which may be tied to a mysterious warehouse owned by the Emerald Glade company.

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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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