Day 3

The party decided to venture further into the cave to see what the quasit was guarding. As they progressed into the cave, the walls started to take on a more hewn look as if they had been worked roughly by the hands of men. Finally the party reached a door behind which appeared to be light.
After carefully examining the door to check for traits and listening inside, the party decided to peek inside. Behind the door, the party find a round room lit by torches at the center of which was a metal dish on a pedestal. Azmalor sent his owl familiar to scout the room. The familiar saw writing in the dish but Azmalor couldn’t decipher the writing, but after the party all examined the dish Momo Mocksis identified the writing as abyssal. It read, “Water runs down, but fire rises up.” Closer examination of the dish revealed a small amount of ash in the dish and splashes of water around the pedestal. After some puzzling the party poured some water into the dish and held a torch above the dish. Suddenly the floor started sinking, turning into a spiral staircase leading down to another halfway. Another room was at the end of that halfway.
This room was triangular with a chest and two doors at the opposite end and a single rope hanging from the ceiling in the middle of the room. Once again, Azmalor’s familiar scouted the room. Azmalor’s commanded the creature to return to him by walking the path which the party planned to take to the opposite end if the room. When no harm befell the familiar, Roywyn Nackle calmly walked into the room inadvertantly setting off a pressure plate. The floor ahead of Roywyn setting down to reveal a spike pit below the rope. Even though it looked like they could swing on the rope to get across the pit. The party decided to use their unique talents together. They tied a rope around Roywyn’s waist. Aldrin Falkor positioned himself in front of the pit and Roywyn took a running jump toward him. With the boost from Aldrin, Roywyn handily cleared the spike pit, sticking the landing while making it look easy. Roywyn examined the chest and found it secured to the floor. She tied the rope around the chest while the others secured the other end to the door. With the rope in place, they all shimmied across the pit, discovering that the dangling rope was secured to a bell which would have sounded had they used it to swing across the pit. When they all reached the chest they opened it to find just some gold. Azmalor snuffed out the torches with some prestidigitation, which allowed them to see that there was a small amount of light coming from one door and no light coming from the other. The party decided that with the lights out it was safe to quietly peek through the door without light coming through the cracks. Upon examining the room, they found what appeared to be a dormitory with two cultists sleeping. The party quietly sneaked in and after determining that the people were not prisoners, knocked the them unconscious. In the room they found robes and “holy” books apparently referencing Narzugog. The party dressed in the robes and Azmalor took one of the books for his own library. At the end of the dormitory was another door without light coming from it. The party examined it, but it appeared to be only a kitchen, larder, and facilities. The party sneaked into the other room to find another dormitory with two robed men studying books at desks. Because of the dim light and the disguises, those men didn’t give the party much thought, but only went back to their work. The men studying didn’t even detect anything was amiss until the party attacked them also. Inside the dorms were no valuables. Apparently everything of value was kept in the chest outside.
It was at this point that the party felt like they were missing something. They returned to the room with the pedestal. This time they figured that they may actually need to touch fire to the pedestal in order to make something else happen. When they tried this the stairs shifted so that they went up instead of down. The party cautiously ascended the stairs and went down the hallway at the top.
At the end, they found a steel banded door. After checking out for traps, they peeked inside to see a hooded man at an altar surrounded by three demons. The man appears to be performing a ritual with the year in hand. The party opened the door fully and end. Due to their disguises, the party surprised the cultists. Before the cultists could respond, Azmalor put the man to sleep with a spell. I’m the mean time, Momo and Aldrin began dispatching the demons while Roywyn sneaked behind a pillar to get a better angle. Without warning a sword from the cultist’’s belt rose by itself and started attacking the party. Roywyn acted quickly to attempt to secure the Tear before any of the demons could recover it. Vaulting onto the altar, her attempt to grab the Tear was unsuccessful. Once there she discovereed that the altar was itself a giant stone demon face with some sort of magical portal in the mouth about one foot across. As the rest of the party continued the fight, Roywyn again tried to pick up the Tear only to have a demon arm erupt from the portal and also attempt to grab the Tear. Ultimately Roywyn was successful. The party finished off the rest of the demons quickly while the sound of angry howling could be heard from the portal. The only remaining enemy combatant was the magical flying sword.
Deciding that discretion was the better part of valor, the party decided to take their prize and run. Azmalor’s owl familiar was sacrificed to distract the sword while the party slammed the door.
The party returned to Aakremena where they found the mayor and several town guards attempting to initiate eviction proceedings because the temple was in violation of its charter by not having a relevant artifact in its posession. By producing the tear, the party had put a stop to the eviction attempt and sent the mayor off in a huff. They then settled down for a well deserved rest.

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.

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.

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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