Yaemar

Day 2
A new beginning

The party returned to Aakremena to rest after their fight with the bounty hunter at Nyah Whisperfoot‘s safehouse. Upon their return, the party was questioned by Marston Icedriver about where the Tear was and why the party came back without it. Master Razeth pulled Marston away while chideing him for being so harsh on the party.
The party rested for the night and in the morning they prepared for their journey to the clearing mentioned by Nyah after her rescue. As part of these preparations Azmalor summoned a familiar in the form of an owl to assist him in the journey. Upon leaving Aakremena, the party returned to Nyah’s house to follow her path into the woods. They found guards examining the body of the bounty hunter and decided to not push their luck by acting conspicuous. Instead Azmalor had his familiar fly ahead to scout out the clearing. The familiar saw nothing but a squirrel and a rabbit attempting to bury something in the clearing.
When the party arrived to the clearing, Roywyn Nackle spoke to the animals to discover what they were doing. They explained in their rudimentary language that they were attempting to bury the evil. Closer examination of what the animals were trying to bury revealed what appeared to be a footprint next to a drag mark; a clear sign of the man with a limp. The animals only appeared to be trying to bury the drag mark and not the foot print. When Azmalor sent his familiar off to scout ahead again, the forest animals immediately ran away in fear.
In the direction the tracks lead, the familiar only spotted a small clearing on the mountainside with a small fire in the middle with benchs surrounding it. En route to the clearing the party is ambushed by four robed men mostly carying scimitars and crossbows. Notable events during the fight include Aldrin Falkor skewering one robed man with a javelin at high range, one robed man casting cleric spells, and one robed man killing his unconscious comrade to prevent him from being captured and interrogated only to then be captured and interrogated himself.
The man was initially reluctant to talk and only agreed due to the threat of being butied on holy ground. He revealed some information to the party about why he was in the forest and why he attacked the party, but refused to give much information about the ultimate purpose for the Tear. Examination of the attackers revealed that their red robes were emblazoned with the insignia of Narzugog. The party dispatched the last robed man before heading on to the clearing in the mountains.
From the edge of the clearing, the party couldn’t really see much except for the entrane to a cave that appeared to head in straight for farther than could be seen from the edge of the clearing. Momo Mocksis and Roywyn Nackle went closer to investigate and were attacked by a quasit, who had been invisibly hiding, before quickly destroying it.
The party stared down into the cave wondering whether the Tear lies inside.

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Day 1
Who stole the Tear?

Momo Mocksis and Aldrin Falkor were interrupted from their evening listening to stories and drinking wine with Master Razeth by the alarm bell going off and Marston Icedriver running up to explaining that the Tear of Bahamut is missing. Momo and Aldrin were instructed to gather up whatever help they required and investigate the disappearance, much to the chagrin of Marston. Momo and Aldrin went into town to get their associates, Azmalor and Roywyn Nackle. The party then returned to the temple, Aakremena, to investigate.
Inside the room in which the Tear was stored was a solitary pedestal with what appeared to be a faintly glowing card. Approaching the card allowed Momo to hear a faint unintelligible whispering and Azmalor felt only a faint magical emanation. Aldrin was finally brave enough to try to turn the card over to see what was on the other side. The card burst into a small harmless flame leaving only a small pile of ash which Azmalor collected. Seeing the card burst into flame triggered a memory in Roywyn that led the party to seek out the advice of a contact within the Secret Combination named Octavius Tamnir who is often located at the Cock and Jug.
At a quiet table in the corner of the Cock and Jug, Octavius was finishing a conversation with a large man with a wolf. After the conclusion of that conversation, the man quickly walked out and Octavius motioned the party over. He informed the party that the whispering card is a trademark of Nyah Whisperfoot, that he heard she was in town, and that he had just sent a bounty hunter after her, but that they could claim the bounty if they found her first. Octavius also told them where her disused safehouse was and sent them on their way.
Upon arriving at the safehouse and looking into a window, the party saw only some knocked-over furniture. Roywyn successfully unlocked the door and entering revealed a trail of blood leading up to and abruptly stopping at a wall. Further investigation revealed a mechanism to unlock and open the door with the blood trail continuing down a set of stairs. Suddenly, the bounty hunter and his wolf appeared outside the safehouse. The party entered the secret door and shut it from the other side. At the bottom of the stairs, the party found Nyah bleeding to death, but still conscious. She implored them for help and the party provided medical assistance. As the party was questioning Nyah, they heard the wolf clawing at the door to the safehouse. Soon the bounty hunter figured out how to open the door and the party decided to help Nyah and stop the bounty hunter. After defeating the bounty hunter and his wolf, the party again questioned Nyah about the Tear.
Nyah told the party that at the exchange location the client, a man with a limp in a robe, tried to have her killed, which was why she was bleeding. She told the party where the “exchange” took place.
The party then returned to the temple to rest before returning to their search.

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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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