Devils will Cry

All Men Must Die

Inside the Dark Chasm hangs an ominous unnatural darkness. Even with torchlight, the brightness could not reach the edges of the caves. The group gathers their belongings and begins to make the long trek with Datimus tracking and following some footsteps he found, hoping that they would lead them back to the top of the chasm. Many rock formations could be seen and the stalagmites and overhanging stalactites made for a tight fit on more than one occasion for the adventurers.

Before long, Datimus leads the group to a waterfall. The group splits up at this junction with Kirzul and Hero heading through the center of the room, while the others, comprised of Monmuth, Datimus and Pixby, investigate the back of the waterfall. Datimus deftly sneaks up ahead to see if there is anything suspicious behind the waterfall and finds a sleeping human. He appears to be an older man wearing mystical robes. His belongings fit neatly in a backpack nestled between his head and the ground. Datimus wakes the man up and find that his name is Malachai. Nobody knows how long he has been down there – not even himself! Nonetheless, Malachai agrees to join the group.

Not too far up ahead, a group of bloody skeletons can be seen. The skeletons, which are aware of the adventurers, attack. Malachai demonstrates strong magical ability and sends forth a spray of fire from his fingertips, which scorches and chars 2 of the 6 skeletons. The adventurers manage to finish off the rest of the bloody skeletons. At the end of the fight, they realize that the unburned skeletons appear to be reforming and the group decides to set them ablaze with their torch straight away. During the fight, however, Monmuth spots skink and runs headlong after it, disappearing into the darkness. Datimus picks up his trail and the group attempts to find their friend.

Traveling for many more miles inside the dark chasm, the group tries to find Monmuth but to no avail. They instead run into the skeletal remains of Lester Silverpan. On his body, they find only a necklace with a small skull key attached. After looking over the body, they can see that he may have fallen to his death some 15 plus years ago and the adventurers all look up to see where he may have fallen from. Datimus, with his keen eye, is barely able to spot small handholds for him to climb up. Datimus tries to climb up the wall, but it appears that it may be too difficult for him to master. Luckily, Malachai was able to telekinetically transport Datimus up the wall and up to a small crevice where Lester may have fallen off from. Inside the small crevice, it appears that Lester had no plans of leaving any time soon. A small camp was still laid out as he never packed up his belongings. Even an old campfire with the remains of what may have been rabbit stew was still in the pot. Datimus finds Lester’s Accuracy bow and slings it over his shoulder. He does some further detective work around the small camp spot and discovers that perhaps Lester was pushed to his death by another person but, alas, nothing more could be discerned. Not finding anything else of use, Datimus begins his descent back down but critically fails. Nearly falling to his death, Datimus is saved by Malachai’s feather fall spell. Without any further injuries being caused by this detour, the group sets off to try to find Monmuth.

Traveling through the Dark Chasm, it seems to take many hours when, in truth, perhaps only a couple of hours had passed. The group happens upon a dead end where a large black boulder resides. Walking closer however, the head of the “boulder” arises. In fact, it is not a large boulder but an extremely large black dragon named Valar’Morghulis . The terrifying black dragon accuses the adventurers of defiling his brethren and wants them to die. The dragon screams mightily and rocks begin to fall atop the heads of the adventurers. Dodging away, the group tries to make for safety. All make it except for Malachai who dives towards the dragon. The wizard and the mighty black dragon duel it out in an epic battle. The dragon breathes his horrifying acid breath while the wizard casts his most deadly spells at the winged creature. In the end, the black dragon proves too much for Malachai. With a final snap of his wand, Malachai manages to cause the black dragon to suffer and retain all of his wounds from the fight. Badly hurt, the dragon smashes through a wall and makes his escape, while the last of the acid and boulders appear to fall upon Malachai’s shattered body.

An elf in the shadows frantically waves the other adventurers over and into a small cavern safe from all of the falling rocks. Inside the small cavern, it is just high enough from floor to ceiling to barely stand. Darken introduces himself to the group and joins the other adventurers to try to get back to the surface. With seemingly no way out, Datimus spots a small “vent” in which they could roll through. However the roll through would be an extremely treacherous one as the hot steam periodically blows through openings along the sides of the small vent. With no other choice, the group rolls through. Only one of the adventurers suffers some burns to his sides, but for the most part everybody seems unscathed.

On the other side, Darken being the first to go through, is awed by what he sees. It is a statue holding green flames surrounded by 4 tall skinny monoliths. It is facing sideways and yet on the side of its face, a red eye stares deeply into the souls of the companions. The statue speaks to the adventurers and decides to give them a few tests before he would allow them to pass him. First, he requests to be convinced by one of the adventurers about why they should be allowed through. In the end, Kirzul manages to amuse the statue by declaring one of the adventurers a God. The second test would be a test of skill and mind. Only one of the three paths presented to the adventurers would be safe. The first path had many holes dotted along the floor, sides and ceiling. The second path would be a zig zagging small bridge over a large precipice. The third would be a completely clear looking path to the other side. Not deciding long, Hero goes down the completely clear path and nothing happens to him. Darken, seeing this, decides that he, too, will follow suit. However, this time a small blade appears to reach out at him as it barely nicks him on the arm. The others see this and are spooked and divert their attention to the center bridge path. Datimus tries to balance his way across only to critically fail and slip off the bridge and fall to his bleeding unconsciousness. Thankfully, the statue places Datimus’ body on the other side and Darken stops the bleeding. Kirzul and Pixby also try to go through the center bridge tied together by a rope. However, after seeing Datimus fall seemingly to his doom, the distracted Pixby critically fails her balance, as well and apparently the rope was not tied well enough around her waist, and she falls off. Again, thankfully, she is placed on the other end near the others where her bleeding is promptly stopped by the others.

With everyone on the other side, Kirzul expends the last of his healing spells and brings everybody back into consciousness. The statue’s final test would be a test of mettle. On the other side of the room, the statue orders that only one of them try to knock off the head of an orc from atop the pedestal in which it stands. Weerily, Datimus steps up with his bow drawn and fires his arrow. The arrow flies true and knocks the head off with a single shot and the statue is pleased and allows the group to pass.

Sometime later, the adventurers come upon 2 orcs, who appear to be digging up ancient bones from the ground. Near them, a metal cart on rails is being loaded up by 2 other orcs with the bones. Darken tries to sneak up to backstab one of them but blunders and trips on a bone on the ground. Upon seeing this, Kirzul charges into combat. Datimus, with his fierce hatred for evil orcs, promptly snipes one dead with his arrow. Immediately, the 2 orcs surround Kirzul while the other tries to strike Darken down. Unfortunately for them, the party had other ideas and was able to cut them all down with quick ease. The mine cart begins to pull away at this point and Darken being one of the closest persons to the cart dives and tries to stop it. However, being pulled by a chain, it is difficult to stop. Darken first tries the bones but to no avail. Next, he tries his crowbar. In a last minute attempt, he is able to temporarily stop it with an iron spike that he had in his backpack. Rummaging quickly through the mine cart, the group sees that there isn’t anything necessarily important among the bones and allows the cart to move through the small hole just large enough to allow the cart to pass. The adventurers head along the path where they can see the mine cart moving over a huge magma river. A large number of Drekken work to pull the cart in where they promptly unload all of the bones by hand on a platform on the other side. The adventures wonder for a bit what they could be doing with the bones but not being able to do much, they continue their trek through the Dark Chasm.

A bit of time later, the adventures spot a pool highlighted and lit by a bright blue hue. Looking into the pool, Datimus and Kirzul only see mirror-like reflections of themselves within it. Hero drinks from the water hoping to refresh some of the wounds he had suffered but to no avail. Undaunted, he submerges his body into the water, hoping for a more refreshing cleansing of his wounds but again nothing happens. Hero begins to examine the bottom of the pool and dives deeply in. Unexpectedly, he sees that there is something small at the bottom of the pool and tries to swim to it. Unfortunately, the currents are slightly too much for him and is unable to try. Datimus is informed of what could be down there and he too tries to swim down to retrieve it. However, the current had become too much as if the pool had begun to protect the treasure. Thwarted, the group gives up on it.

As they continue their travels, they find that they appear to be near the top of the Dark Chasm by the platform seen just earlier. There, the adventures could still see many Drekken dutifully working to gather bones from the cart and arranging them onto an altar. Other Drekken appear to be performing some type of blood ritual where the bones were being soaked by blood from the jugs they are holding. Also on the platform, they could see Monmuth in chains being led away by other Drekken. Deverlain and The Sentinel could also be seen having a heated argument with a rather large burly human. The human suddenly strikes out against The Sentinel and kills him. Deverlain immediately goes to action but is easily overwhelmed by the unknown human and the other Drekken and gets captured. Hero charges in upon seeing all of this and the Human snidely allows a one-on-one duel between the 2 combatants and tells the rest of the Drekken to escort Deverlain away.

Hero goes into a primal rage as he slices at the human who deftly dodges the attack. The human, who is wielding a lone longsword, easily gives a large cut to Hero’s abdomen. Again, Hero tries his best to wound the human warrior but is easily turned away by his opponent’s longsword, which gives a gusher to Hero’s thigh. Hero makes one final attempt to hurt his enemy but is quickly defended and turned around by the Human and is held in place with a blade to his neck. The others tried to rush to Hero’s aid but upon seeing this are stopped in their tracks. The adventurers vaguely recognize the human as the same person who gave them the message to bring to the Sentinel in the first place.

Krastor introduces himself and thanks the adventurers for carrying out his nefarious plans. The message was to induce The Sentinel to attack the strange shadowy creatures mentioned before to help destroy the army at the Ramparts. With the Sentinel dead and with no defenses to stop the evil creatures from pouring in from the foul lands of Langenfirth, the whole continent in the south was now in jeopardy. Krastor was about to finish off the battle-weary group beginning with Hero until the black dragon from earlier crashes through one of the walls and lands in between the group and Krastor.

Scared away by the dragon, Krastor kicks Hero away and runs out of the Dark Chasm leaving the group to deal with the beast. The dragon is about to make mincemeat out of the adventurers’ bodies until he realizes just how much damage Malachai had inflicted upon him. Unable to breathe his acid breath at the group, he instead swipes and claws at Hero into unconsciousness. The others valiantly attack with what little energy they have left until another wyvern-like looking creature swoops in and grabs the attention of the Black Dragon. The black dragon sees the flying creature and immediately withdraws from the adventurers to try to catch it. Not missing their opportunity the group hurries out of the Dark Chasm that is raining rocks and spewing dust everywhere.

At the top, the battered and bruised team can see the dragon continue its chase far into the distance. With the dawn coming about, the adventurers turn their eyes towards the capital of Shard as they vow to make Krastor pay for his misdeeds.

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Let the games begin

Blinking back the darkness, Hero awakes to a snapping sound. It is a half-Orc in his metal cell breaking his makeshift lockpick on the lock of their cell. The half-Orc speaks briefly with Hero and introduces himself as Monmuth. Hero notices on the stand nearby that there is a small chest resting on top of it. Opening it, he notices that it holds a note. Since he is illiterate, he asks Monmuth to read it. The note is from their captor and it says that the 2 must fight till the death as the captor will only allow one of them his freedom. Monmuth acts quickly and tries to get the jump on Hero. After some fierce wrestling, Monmuth grabs the advantage and tries to choke Hero to death. On the ground, Hero notices a key dangling high above them and tries to get his attacker to see this. However, Monmuth has the advantage and will not relent. After suffering much damage, somehow Hero manages to break the hold and turn the tide and manages to get Monmuth to see that there is indeed a key high overhead. Once enemies, they now help each other and pluck the key from the air and open the door to their cell.

Datimus is in no better position when he awakes. There is a toilet, bathtub and a body lying on the floor of his cell. Looking around some more, he notices that the door to his cell is wide open. Trying to make his way to the door, he doesn’t notice the chain shackles on his leg and nearly trips over himself. He searches the Elven body on the ground and sees that he’s holding a saw in one hand and in the other, a note. After prying the saw from the Elf, he grabs the note and reads it. The note informs Datimus that the door to his cell will close soon if he doesn’t find the key to his cell hidden somewhere inside. A clicking sound can be heard once Datimus finishes reading the note. Frantically, Datimus checks the toilet for the key and receives a nasty shock. He turns to again search the Elven body in hopes of perhaps missing the key. At this moment, the Elf wakes up and pushes Datimus away. Datimus tries to explain the situation and asks to check the Elf for the key. He pats around on his body and notices that there is some sort of incision made on his belly. Datimus suggests that perhaps the key is inside the Elf. However, the Elf points out to Datimus that he too has the same incision on his belly. Datimus feels at his own incision and not believing that the key could be inside either of them decides to check the bathtub for the key. However, the Elf looking extremely ill begins to throw up filth and bile. Datimus checks the Elf to see if he’s alright but the Elf is now suspicious of Datimus and blames him for doing something to the Elf. Stumbling toward Datimus, the Elf’s belly begins to grotesquely bloat in size and explodes his insides all over Datimus. Datimus gets a vile disease from this but now the key should be somewhere on the ground. The door begins to close and the clicking noise is faster than Datimus’ heartbeat. Finally, he finds the key among all of the blood and vile on the ground and unlocks himself from his shackles and jumps out just as the door closes.

“Woosh –woosh”. The sound of something swinging can be heard overhead as Kirzul awakes from unconsciousness. On the ceiling he sees a painting of what looks to be Father-time holding the very real dangling swinging axe from his hands. Trying to rise up, Kirzul immediately notices that his legs, body and his right arm are tied to a wooden table. His left arm is, however, free from the binding. Near his left arm lies a bowl of meat on top of a small stand and a note. Taking the note and reading it, he finds out that he only has a very small amount of time to get out of his binds or have his life cut short by the axe. At this moment the axe begins to lower down slowly toward the belly of its victim. Kirzul, looking around the room, tries to see if there are any alternative ways out. He sees a bunch of rats scurrying about the room. Pulling at his binds seems to work; however, at the rate in which he can pull the binds off, the axe will have already reached its intended target. Thinking quickly, he grabs the meat on the stand and tries to attract the rats to him. Spreading the meat on his rope bindings, he sees that the rats are chewing away at the binds and are working to free him. As soon as his right arm is free, he grabs one of the rats and tries to use its teeth to cut the rest of his binds off. The axe has gotten so low that it actually gives Kirzul a small cut to his midsection. Franticall,y he cuts off the last of his bindings and jumps off of the table just in time to see the axe cut the empty table in half and retract back up to the ceiling. Wiping the sweat from his brow, he sees that there is no lock on the door and heads out of his cell.

Pixby awakes to see that she, too, is in a metal cell. Surrounding her are a painting of dogs playing in a garden mounted on the wall, a bookcase full of books, a large chest in one corner, as well as a pile of bones in the other. In the room, there are bits of tattered clothes and bones strewn about as Pixby finds her note. Opening the note, she finds that there is a key already inside of it. The note informs her that she must find the lock in which the key goes to before the impending gas fills the room and kills her. At this moment, loud hissing noises can be heard as poisonous green gas fills up the room. Thinking that there must be a secret door somewhere she looks immediately behind the painting. Finding nothing, she checks the pile of bones hoping that it may be hiding under them. Not finding anything under the pile of bones, she unlocks the chest and looks into a very empty box. After seeing the empty box, she checks the bookcase but begins hacking and coughing as the gas begins to fill her lungs. Desperately, she checks the chest again but this time jumps into it and inspects the bottom of it. Upon diving in, the top closes in on her and now she finds that she is trapped within it. To her surprise, none of the gas seeps into the chest. After no longer hearing the hissing sound for quite some time, she crawls out of the chest and finds that the door is open for her to get out.

The 4 adventurers and Monmuth see each other as they seemingly simultaneously leave their cells. Exchanging their horror stories, they laugh at each other’s horrific tales. Checking the other cells, they find a dwarf sitting alone in his cell with the dead body of a foul creature underneath the bottom of his boots. The dwarf seemingly has lost all hope and, at first, doesn’t want to join the group. However, Pixby was able to utilize her charm and was able to talk the Dwarf into coming with them. He introduces himself as Deverlain and Kirzul notices that he is of the Cleric class. After some inquiries by the group, Deverlain joins the party and the group heads toward the only exit from the cell room. Going through the door, they see dead bodies lying on top of rock slabs wearing their gear. Some foreshadowing as the ones wearing their gear are of the same race and height as the adventurers. One thing that Hero notices is that there are small channels running from the rock slabs and even from the cells leading toward the exit. Thinking that the blood of the fallen may be providing some sort of provision to an unknown entity, he decides to stopper up the blood in the channels by blocking it with tattered clothing found around the room.

Nearing the door they can hear screaming from the other side of it. Monmuth and Hero lead the way and kicks through the door. Directly in front of the group is a rock wall where the channels go under. To the left and through to the right where there is a long hallway are the only 2 directions the group can go. A Drekken – Skra’lar is dragging a prisoner down the left side of the hallway. Hero lets out a guttural scream, enrages and charges down after the large lizard-like creature. The Skra’lar seeing this immediately guts the prisoner dead with his longsword and meets Hero head on. Hero’s unyielding pace offers up a heavy slash across the body of the Skra’Lar and is quickly finished off by the rest of the group. Near the slain Skra’Lar, there is a door on the left. However, instead of going in, the group decides to check out the other end of the hallway.

In this direction, there is another door on the right and directly ahead of them from top to bottom metal bars are blocking their way into a very small room. Behind the bars they can see a gargoyle looking statue holding a bowl with an inscription that is too far for them to read from the distance they are at. Already at that end, they open up the door and see a Drekken – Kroxx pulling the handle to a hanging station where 3 people are tied up and are about to be hung by the neck. The first prisoner falls as the Kroxx notices the group and tears off a stalagmite nearby to use as a weapon before charging the group. Hero, wanting to save one of the prisoners, darts by the Kroxx and tries to make his way toward the hangman’s stand. The blow from the Kroxx is quite a mighty one as Hero takes a huge hit. Undaunted, he does manage to make it to one of the prisoners, but his hold critically fails and the person slips through his grasp and falls to her death. Meanwhile, the rest of the group is fighting this huge hulking lizard, who is more crocodile-looking than anything else. After many bumps and bruises created by the Kroxx, the group manages to take it down and win the day. Searching around, they find some coins and a much useful potion that will guarantee the drinker a critical strike to the weakest point of their enemy’s body.

Going back down the hall they enter the last room on the left. Inside, an altar awaits with a motionless shadowy figure standing over a body looking as if it were to strike. Kirzul casts light upon the altar and the group discovers that the shadowy figure is indeed a statue and nothing more and so they pile into the room. Searching around and coming up with nothing, the group notices that the statue is holding nothing in its hands. Taking out the ceremonial dagger found from before, Hero inserts it into the statue’s hands and suddenly the statue takes the dagger in its hands and makes a downward striking motion into the body lying on the altar. A rumbling sound can be heard from the far wall as it opens up to reveal scale armor. The group decides that Hero should wear the scale mail and moves back into the hall. Interestingly at the other end of the hallway the bars appear to be gone and now the group can approach the gargoyle statue. The inscription asks for a sacrifice of flesh and blood and the group complies. Deverlain at this point reveals that this is the reason why he had been stuck there for so long since he could not make any offers to an evil deity. After each of the group members offers a bit of themselves to the gargoyle bowl, another way out is revealed at the center of the hallway.

Heading in, they are met by 4 Drekken – Skink lizards who, upon seeing the group, separately head out to each corner of the room and turn a wheel. Lifting up a veil in the center of the room, the group realizes that the blood in all of the channels have been leading into and filling up this pit. Within this pit, an evil minor demon awaits the adventures and introduces himself. “I am Az’Radah”, it proclaims. The group scrambles into action as the evil demon screams and paralyzes Monmuth, Kirzul and Datimus. Not wasting any time, Deverlain casts a spell and reveals all of the invisible things inside of the room. Along the sides of the room, they see many bodies hanging on the walls bleeding to death. Among them was the Sentinel, who Kirzul is able to see with his deathwatch spell that he was still just barely alive. The first blow goes the way of Hero, who lashes out at the bandages wrapped around Az’Radah. The 4 skinks begin to close in on the adventures after finishing their task. Then, a fireball spat from the eye of Az’Radah strikes into the center of the group, Datimus and Kirzul are among those getting scorched. Throughout the battle, Deverlain works to remove the paralysis from the party members until Az’Radah manages to place fear into his mind and take him out of the fight. One by one the skinks fall to the blows of all of the adventurers. With the help of Kirzul’s healing spells, Datimus’ arrows and Pixby’s elemental rays, and the potion that would guarantee Hero a critical strike, the adventurers are able to lay waste to Az’Radah’s body. However, he is not so easily defeated and “melts” into the pool of blood, all the while vowing revenge against the group. Deverlain quickly rushes over and heals up the Sentinel and apologizes to the rest of the group as he can take only one person with him. Throwing something down on the ground and into a puff of smoke, Deverlain and the Sentinel vanish out of the dungeon.

Much to the delight of the adventurers, however, they emerge out of the blood room and into a small treasure room where they split up the goodies and restore their lost health at the small fountain found in the center of the room. Upon touching the fountain, it is revealed that they are actually at the bottom of the Dark Chasm. Though they are able to survive Az’Radah, the group knows that they still need to make the long treacherous journey back to the top.

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Il Postino (The Postman)

Messengers were summoned to the capital of Shard and among them were a group of 4 adventurers awaiting their assignment. Kirzul, Pixby, Hero and Datimus got acquainted with one another before finally receiving a sealed letter from the Sultan of Shard. They were told to take the letter to the dark chasm in the southernmost part of the land. There, they were to seek out the captain of the ramparts named The Sentinel. And so they set forth.

It took many days and nights for them to arrive at the dark chasm. Upon arrival, they looked down and noticed two distinct roads leading into the maw of the jagged opening of the Dark Chasm. Not wanting to chance the steeper looking trail, they progressed on the smoother trail leading down deeper into the chasm. High above them, however, the group noticed 3 birds circling high above their heads. Unfortunately, the birds were much too high for the passengers to discern any information about them.

Traveling deeper, Hero nearly tripped over what looked to be a corner of a shiny strongbox lodged in the ground. After nearly losing his fingers, he finally dislodged the strongbox from its earthy confines and opened it. Within it were 4 unkempt vials of clear liquids stoppered by some very old looking wooden corks. Thankfully Pixby knew the identify spell and was able to find out that they were minor healing potions. Happily, the adventures each took one before continuing deeper into the chasm.

Suddenly, a crossbow bolt flew from the darkness and just barely missed Datimus, who was at the back of the group. A voice shouted out to them and asked who they were. After exchanging some back and forth with the strange voice, they begin to hear marching feet coming toward them. Finally, Kirzul let the other group know that they were messengers sent by the Sultan with a sealed letter to bring to them. Now within sight of each other, the 6 well-armored soldiers revealed themselves in the light. A large Half Troll-welcomed them and introduced himself as the Sentinel.

The group was then led into the ramparts by the Sentinel. The ramparts were an impressive stronghold made on the backs of many dwarves, no doubt. Rock walls carved with arrow slits surround the gate opening. Entering through the gate, the group saw an impressive tapestry denoting the grand victories the defense of the ramparts held. Polished granite surfaces glimmered in the torchlight leading deeper into the structure. Arriving in the grand mess hall, the Sentinel asked for the sealed letter and instructed the group to eat and to rest there for the night. Kirzul handed the Sentinel the letter. As the Sentinel read it, he shot nervous glances back and forth between the parchment and the 4 adventurers standing nearby.

Excusing himself, the Sentinel turned and allowed the adventures to feast. Datimus tried to track the Sentinel but to no avail. However, with the smell of roast pork and ale awaiting them, the adventures wasted no time in grabbing what they could before more soldiers arrived. Trying to extract more information about what was going on throughout the Dark Chasm, and to gain better understanding of the unease the Sentinel felt upon reading the letter, the adventurers began inquiring within the ranks to see if they could divulge any information. Not coming up with anything useful and with mealtime ending, the group was then led to their temporary quarters for the night.

Sneaking about in the darkness, the inquisitive group tried to get a sense of their location about the ramparts. After finding nothing but the forge room for the dwarves, the adventures headed to bed.

After a few hours of rest, the adventurers awoke to the sound of panicked soldiers stomping through the hallways. Alarmed, the adventurers geared up and headed toward the back of the ramparts where they saw the other soldiers going. Deeper into the depths of the ramparts they went until they ended up at an area where the chasm wall opened up into a large area where a small river of magma flowed through. A massive spiral rock staircase descended into the floor of the area and the adventurers were able to see that at the bottom, a large battle had begun between the soldiers and dark shadowy blurred creatures.

Undaunted, the adventurers scrambled down the spiral staircase into the action. They were able to see that the Sentinel was leading the fight and was slaying one shadowy creature after another that dared stand in his path. The adventurers themselves quickly found a foul creature nearby. Hero laid the final blow of the battle, taking it down in a bloody splatter. Unfortunately, their celebration of battle victory was short-lived as they began to look around and saw that the overall battle was beginning to look grim for the defenders. One after another, the soldiers fell. Sounding the retreat, they scrambled up the crumbling rock spiral staircase. The adventurers saw that the Sentinel was still out in the battlefield surrounded by the foul shadowy creatures.

Calling out to the Sentinel, the adventures’ words of warning were either not heard or unheeded as the last thing they saw was the Sentinel becoming overwhelmed and overtaken. Turning and running up the stairs, the adventurers were then met by a larger shadowy creature. After taking a few blows, mostly to the Barbarian, the group was able to take the creature down and find a small ceremonial dagger on the dead body. Bodies of the fallen lined the path up the staircase. The group finally made it to the top, only to be horrified to find a massive shadowy lizard with 4 arms blocking their escape. With little choice, the group stepped into the frey. However, they were no match for the creature, and the lizard easily captured every one of them. Mockingly, the lizard thrust the sealed letter that they had brought to the Sentinel and forced them to read it.

“Kill those fools!” was the last thing the adventurers read before blacking out.

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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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