Lost Legends

Act 1: Episode 7
Making Plans

Our Heroes spent much of this adventure making plans, holding councils of war, and gathering information.

The scouts had identified a large army of undead and thrall moving towards their position. Seeking allies, it was decided to send Erky Timbers to reservation island, to treat with the Orc’s settled there, hoping to purchase mercenary warriors to bolster their numbers.

While Erky negotiated, the rest of our Heroes began to prepare march their makeshift group of soldiers, including noncombatants south, towards the inland sea and away from the approaching undead. Before they were able to march, they were forced to deal with Aramil’s spiritual possession.

After defeating the demon, they marched south.

Erky, having completed his negotiations, is returned to the beach with some Orcish warriors. The terms of their agreement is that the Orc’s shall be given all of Neuristors lands and holdings, as Orcish lands but beholden to the King of Calais, and in return the Orcs shall offer shelter to refugees at Reservation island, and supply the heroes with 1000 Orcish warriors to bolster their numbers.

What the King and other nobles will think of this deal remains to be seen.

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Episode 7: Pequel

Our Heroes occupy Neuristor’s Manor, and have set up some mild defenses, such as ditches, spikes, and barricades/palisades.

They have about 1000 Troops, and perhaps double of that number of noncombatants.

The enemy is approaching, and is perhaps one week away. They double or triple the number of troops in command by the PC’s, and seem to be somewhat disorganized.

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Adventures 4-6
Or; incomplete notes and too much lost time

Well, do to unforeseen consequences we had to take a brief break form gaming in the real world, but now that we are meeting again we all deserve an update.

Go Here for a brief update on the campaign so far…

Unfortunately my notes are scattered, and time has not been kind to my memory.

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ESCAPE!
Act 1, Scene 2

When we last left our Hero’s the had descended through a secret passage unto the streets of the Old City below, in a dank but otherwise empty ally way. Guided by one of the local guards and the Acolytes from the Ritual Scene they attempted to navigate their way through the warren of streets and ally-ways as quickly and stealthily as possible.

Along the way Erky Timbers saw strange visions of a cowled man, who whispered at him, telling him he could always see the Eye’s creator.

After a short confrontation with a crazed man, our Hero’s encountered a contingent of local guards and militia, busy defending a portion of the inner city walls. Thanks to persuasive arguments by Adam Blaze they were able to convince the guards and militia to accompany them, which proved fortuitous as they were forced to fight their way out of the city, past undead and the dangerous Thrall. They even managed to capture a prisoner!

Next time: Hard Questions and Harder Answers.

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Ritual Interrupted
Act 1, Scene 1

Unbeknownst to our Hero’s they have been dead for thousands of years, locked away in a dusty crypt, preserved as a national treasures and legends for the ages, guarded against a time when their heroic personalities might be called on again. But the centuries slipped away and their deeds became legends, until legend slipped away to myth, and eventually myth gave way to fable.

But some few remembered the truth, and when the Age of Darkness began to rise again as the ancient sages said it would they acted. The bodies, magically preserved for all time, were brought forth, and in a ritual older than their Kingdom, were brought from heavenly Elysium and restored to life.

And though they had been careful, their councils were betrayed, and agents of the Dark One disrupted the ritual before it could be finished. Our hero’s, weak and disoriented, and equipped with nothing more their ancient shrouds and dust, were forced to flee before a demonic presence via a secret door, unto the blood strewn and battle scarred streets.

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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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