Of Dice and Undead.
The journey continues...

I completely understand if you don’t want to talk about it, charm person. ~Qillathe

After the events of the previous night the gang had set up camp for the night. Sinnott was the first to awaken. He woke up his young ward, Kurdick, to take watch as he took a stroll to the nearby stream to make breakfast. Ren woke up shortly after to converse with Kurdrick and Qillathe awoke to the smell of the breakfast that Sinnott brought back.
Our band of intrepid heroes sat merrily eating until Ren brought up the topic of “Where the hell are we going anyway”? Sinnott had no such plans and although Ren wishes to eventually take on the Zaurian Empire currently Qillathe beeseched the party to accompany her home, as she has some business back in the elven territories. Family Business. Eventually the gang decides that they will head to the elven territories, possibly stopping by in Greenpasture where Qillathe is quite admired and Zauria is closing in on. To get anywhere, however, they’d have to cross the Dividing River and to do that they’d need to get passage across in the Human city of Regalia.
Strolling along the main road to Regalia the group came upon the small village of Glimmeroad. It was there that they met the mighty Paladin Tamba. Tamba had been defending the city for a few nights. Recently the small town had become the victims of a mysterious figure they refereed to as “”/characters/the-pale-master" class=“wiki-content-link”>The Pale Master" and his scourge of undead. Last night his attack had taken a great toll and the town had lost it’s cleric and primary healer, the pelorian cleric St. Marcus.
Vowing to help the Paladin in exchange for guaranteed passage into Regalia the rest of the group decides to help the town fight off the undead. They began preparing by seeking information of the Pale Master around town (later they simply called him “the white man”). Qillathe questioned the only woman who had seen the Pale Master, a frail middle aged human woman named Serena, in the guise of the Halfling woman who ran the inn in town. Through her she discovered that she apparently shares an odd resemblance to the Pale Master, but coming from a human who see’s little elves the information is shaky at best. Meanwhile Sinnott had been visiting the local shops trying to score some helpful items for the night’s attack. While he did not buy much from the pawn shop he was promised a reward for successfully staving off the undead. He was also able to get a good deal on bulk potions at the magical store next door. With Ren’s assistance they were also able to find some holy water in the ruined temple to Pelor and craft some alchemists fire. Sinnott was also able to fork over the silver to allow Tamba to bless 2 more vials of holy water as well as buy some silvered cross bow bolts. Ren was also able to help the group craft a barricade to the city square, drenching it with lantern oil, and then found a solid vantage point on the roof of the inn.
Later that night the group sat awaiting the arrival of the Pale Master. Unfortunately, unlike the nights before, this night did not start with the master himself but with a much griever sight. St. Marcus, filled now with unholy magic, rose from his tomb and summoned with him a multitude of Zombies and Skeletons. A brilliant fireball from Qillathe and some well placed turn undead attempts from Tamba kept the small fry under control but the other party members were having a hard time dealing with the animated corpses. In addition St. Marcus’s undead figure (later identified as a Huecuva) was also proving quite resilient, even to Qillathe’s magic. Eventually the rubble to the temples basement was pushed off from the inside and even more undead poured out, led by the Pale Master himself. And though the Undead would be put back to rest and St. Marcus eventually fell to Qillathe’s magical force, the Pale Master would run off into the woods, laughing jubilantly at the parties success, disappearing into the night.
The group was greeted at dawn as heroes, adorned with gifts and drinks and as much as the small village could give.

Now the group is off to Regalia but not without finding the message the Pale Master left behind in the ruined temples basement: “You found me, you finally found me. Keep following. I’ll be waiting for you at home”.

Who is this figure, what home is he referring to? And does he have a deeper connection with the group? And what will they find in the overbearing city of Regalia? Find out these answers and more on the next exciting episode of D&D.

Onesday the 16th of Wanesummer, year 679 of the Fourth Age
Unlikely Beginnings

It was a bright summers morning when Sinnott Silvastrin, a charming and lavishly dressed Gnome Bard, finally arrived at the glimmering metropolis that is Hurthroden. 3 days of tracking through mountains and rough trails with his ward at his side Sinnott was happy to see the cities comforting site. Upon arriving at the city’s gate Sinnott discovered the immigration office was being extra careful at who they admit into the city. He attempted to buddy up to the traveling Tuuk family, who was in town for the Peace Summit with their Father Gillium Godfreed Tickleweed Kevin Nimblewhim Tuuk II. Unfortunately the immigrations officer spotted him out of the crowd but he was still able to lie his way in claiming to be a member of the Tuuk family.

In the city Sinnott heard tell of a bustling new Pub and Tavern “The Ghostly Wail”. It was here he would run into an enchanting elf, Qillathe Galanodel. After chatting over a bottle of scotch the young gnome purchased and seeing him aptitude for tricks and slight of hand Qillathe invited to the bard up to her room to discuss a proposition. Earlier in the day Qillathe had trailed an elder from her home village that she spotted that morning having breakfast in the very tavern below their feet. He had promised her information on her mother’s whereabouts (as well as a monetary reward) if she delivered an odd crystal orb to the peace summit meeting taking place that day. Charming the gnome Qillathe convinced him that an ordinary crystal orb was the magical one she had been given. He was to go to the tower of the platnium dragon himself and sneak the orb into the meeting.

After a short preparation the Bard prepared a remarkably accurate disguise as Uncle Jibbly, the lovable brother of Gillium the gnomish diplomat. “Uncle Jibbly” was able to get passage into the tower and even into the personal family room of the Tuuk’s who were delighted (if not slightly puzzled) as to what their favorite drunked scoundrel of an uncle had been up to. They listened to his tale of who he tricked his way into taking over the town of Greenpasture (where tragedy had struck not too long ago) and when Jibbly was getting tired of their questions a quick sleep spell had put the family to sleep.

Meanwhile Qillathe was getting anxious at why it was taking the bard she hired so long. She arrived at the tower hoping to spot a sign of him but she could see nothing but the guards watching the door. Inside Sinnott was having trouble getting past the guards watching the door to the Tuuks room. Looking out the window of the bathroom he spotted his temporary employer at the bottom of the tower. A remarkable whistle later she was able to spot him and after a few _message_’s they formed a quick plan. Qillathe put the guards at the door to sleep then used Alter Form to take the form of one of them. She charmed the guard at the door to “Uncle Jibbly’s” room and convinced him that she needed to take the elderly gnome to the peace summit. Unfortunately for the two of them the door to the summit had some magical barrier around it.

The two spent some time trying to dispel the magic but eventually Qillathe decided that the Sinnott would be fine without her and she attempted to leave but was held off by a mysterious human male. Taking out a small scroll he chanted a quick incantation that dispelled the barrier into the summit room. Sinnott tried to intercept him but missed his attack as the young human male ran into Qillathe, kicking her into the summit room.

Inside the summit room things were not going well. Redhelm was accusing Zauria of invading independant human lands forcefully, Zauria was denying all accusations, Regalia was all too eager to go to war, Fargrim was siding with Regalia, Woodcrest and the elven territories were siding with Redhelm while Ballard’s Keep and the Shadowglade were there more or less to watch, as were the Drow who claimed they were their to “know thy enemy”. Julius Goldshimmer, the Hurthroden emissary and summit mediator, was doing his best to keep order in the room when an human guard (Qillathe still in disguise) was kicked through the doors into the summit meeting.

In the confusion Qillathe noticed that the Zaurian Ambassador was muttering some divine incantations that were having some effect on the Orb in her pocket, she tried to counter it’s effects but failed just short. The orb spread an aura of true seeing around the room revealing that the Drow embassy was in reality a group of three changelings (though one looked a little more shocked than the other two). Zauria was quick to turn offensive, the ambassador fleeing with magical means while his two guards drew weapons to attack the former drow but they were easily put to sleep by Qillathe’s magic, the former drow likewise drew weapons to attack but a word from their former queen stunned them momentarily and they were also subdued.

Even after the initial hostility there was much commotion in the room. Tensions were quite high until Sinnot (as “Uncle Jibbly”) sang a jaunty tune that calmed most people down and suggested that peace was the true intention of the summit and the ambassadors owed it to each other to get back to that. The ambassadors agreed and Julius suggested they dismiss to recover their senses and reconvene the next day. Everyone agreed and was sent home except three suspicious individuals, the changeling that had impersonated a ambassador, the guard that seemed to know powerful enchantments and the gnome “Uncle Jibbly”. They were brought by Julius to a large secret room deep beneath the Greatkey lake. It was here that they were brought face to face with the oldest living dragon in all of Materia, the great gold dragon Maekrixkear.

Maekrixkear had been given a sign from one of the dragon gods that the role of these three was not yet fully known and so instead of keeping them in the prison tower he arranged to have two other prisoner take their place, and have “Uncle Jibbly” simply sent away back to the northern woods (which is quite an unlawful move for such a lawful dragon). He then told them they had about 12 hours to escape the city before the town guard would know that the “prisoners” had escaped. They were given a few partying gifts and he allowed them to use a secret door into the elvish district.

They only had a few hours to get out and better to be earlier than late but even still Qillathe asked to make a quick stop to pick something up from a “friend” (the same old man from her village who gave her the orb) who lived in this very district. Introductions were made and Ren, the changeling rogue, introduced herself to the other two. As they arrived they found the door had already been open, and an inspection of the house found the old elf dead in the pantry. Just then Qillathe’s keen elvish ears hears sounds of footsteps coming into the kitchen, she readied herself and tripped the stranger as he entered the room, Sinnott acted quickly after and paralyzed him with a simple hold person and that gave Ren enough time to tie the man up. The man was none other than the stranger that appeared to Qillathe and Sinnott at the summit meeting. They began to interrogate him only to discover he wasn’t really a “he” at all, but childhood friend (and fellow changeling) of Ren, the assassin Kit. Kit was taunted the group but didn’t give much up other than the fact that it had been she who gave Qillathe the orb earlier and he had found her through a source she would only label as “another family affair”. However Kit also spilled that the town guard would soon arrive at the house so with some reluctance Ren killed her former friend and Qillathe burned the house down with arcane fire. The three then fled the city in ready disguises to head to where? They do not know. So many questions are still without answers.

Will the Zaurian empire get the war that they desire? Will Qillathe ever find her mother? And where was Sinnott’s previously mentioned apprentice in all this (spoiler: Sinnott forgot him outside the city)? Find out the answer to all these questions and more on the next exciting session of Dungeons and Dragons!

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.