The world of Therril

A Lost Tome pt 2
finding the temple

The next morning our heroes head out from Uncor to the north. reports they had heard suggest this is also the direction the goblins came from and as the party advance toward the edges of this civilized place the amount of destruction becomes apparent. from burned houses to trampled fields or large rocks where barns might have been, the goblins seemed to have been on a rampage through this area. as the party investigates one f the farmsteads they do notice a set of much larger humanoid foot prints.

The players pressed forward past the carnage and towards the ruins of gleaming eye, after a couple of uneventful days the group reaches a spot to camp, they can see the ruins less then a mile ahead of them. while Melynx and Kata gather firewood and prepare the camp site Zana’tan and Satari head towards the ruins to scout ahead. there is little to see other then small fires around the ruins so they circle out and head back to their camp site. half way back they realize they are being followed. but nothing seems to come for them. the party lays down to rest and not to long into the night there is another disturbance, something that sounds like a coyote is circling the camp. Kata who is on watch alert the rest of the group and just as they ready their weapons to go find what ever is out there a pack of goblin dogs bounds into the camp. defending the horses and the camp the party manages to kill the foul beasts. after mending their wound the party retuns to their rest and readies themselves for the next day.

dawn comes without any further disruptions and the party packs what gear they need, they plan to leave the camp set up and protected by Turk for the time being while they investigate the ruins.

not far from the ruins the party find several goblins in the trees around them on makeshift platforms, Zana’tan is able to clear the first platform with grace and stealth however the next one proved to be more alert, and ready for the parties approach. a short battle saw the heroes victorious and without serious injury.

as the group approached the ruins they found them mostly well standing but in serious disrepair. upon pulling lose some wooden braces from one of the doors the party found many a sleeping goblin. but entering the ruins saw the party stumbling into a jury rigged trap of collapsing rock. awake the goblins grabbed their weapons and attacked the party. the group fought hard. the dodgy goblins avoided many attacks while the hero’s took slight attacks everywhere they turned. eventually the heroes turned the tide and started to win the fight, in no small part thanks to the alchemist fire they had pilfered from the goblins in the trees. the final goblin made for a door at the back of the room but was pierced with an arrow before it could go any further.

Battered and on the verge of death the group pulled back to their camp site to re evaluate their plan of attack, and to recuperate

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A Lost Tome
A new adventure begins

The party wakes from their stay in the finest rooms the city has to offer to find a new letter on their bedside tables from the Noble Vance Juro’s requesting their presence at their convenience the next day.

The party spends the morning recuperating and re arming themselves before heading over to the nobles estate close to dinner time, the guards stop thekm and retrieve the Nobles manservant, Turk, a finely dressed Half-orc appears to lead them into the house and to the dinning room. as they await their host dinner arrives and is offered to the group. their host arriving shortly there after. the little gnome is happy to see the group enjoying the meal and begins to eat himself. not long into the meal, vance juros begins to explain that he called them here not only to offer thanks for helping to protect the town, but because he had a request to make of them.

he explains that he is an avid collector and scholar of the reckoning and is seeking several artifacts to complete his collection, but to find these he first needs an ancient tome secreted away by one of his ancestors. he believes he found this ancestor final resting place within the catacombs of Gleaming eye monastery. he believes this ancestor was also looking into the reckoning and may have been entombed with the book he needs to find some of these artifacts.

he continued on to warn the party that gleaming eye has been abandoned for generations. so he would have no idea what to expect from there. and that he would provide a wagon and essentials for the trip.

after some deliberation among themselves and a look over the artifact collection. the group eventually decides to investigate the ruins and try to retrieve the book. the gnome tells the party they will be given another night in the gilded oak and that the wagon would be ready for them in the morning.

after a very restful sleep the party head out and finds a large covered wagon being packed outside the Juros home. the group mounted up and head out to the town of Uncor, where they discovered a town half in shambles from fending off a Goblin raid. a quick survey of the town informed the party that the town was attacked 2 days before they arrived and the goblins must have had catapults because big rocks had been used to demolish much of the outlying homes and farmland. after finding out what happened to the town and that a few of the villagers had been taken as captives the party decided it was time to find rooms for the night and figure out their next move in the morning, as a majority of the players settled into bed Zana’tan decided to gamble with the poor folks in the common room, a simple game of cups soon found him out a few gold, as common he thought he had tricked left he decided to follow the man. when Zana’tan noticed that he rubbed an amulet the commoners appearance seemed to change.

The rest of the party, realizing that Zana’tan had been left alone downstairs decided to check in on him. finding him outside following the commoner that had just beat Zana’tan in his game. after a brief encounter the party let the man with the magic amulet slip away before the amulet could be taken from him. the group decided it was time for some rest after a long ride that day.

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The Rising Dead pt. 3
And so it ends.

the fight against the cultists was bloody, the heroes after a short skirmish however where able to cut down two of the cultists, as they bore down on the final enemy, he quickly bolstered himself with the souls of his dead acolytes and fled through a tunnel shortly there after the tunnel collapsed, stops our heroes from pursuing the man.

the room itself seemed to have been the ante chamber for a princely figure and held several treasures for the adventures, once the bodies had been looted and the chests divided up they did another quick search of the room to reveal a hidden passage, the short hall ended in a stone block far to heavy for the heroes to lift but seemed to have been connected to an iron chain. the adventures decided that the whole of the dungeon needed another look over to see if anything might make the chain move.

Just as they where about to give up they discovered a hollow wall in the out of place tomb. Melynx and Kata railed against the wall with their blunt weapons for only a few moments before the wall collapsed revealing a dark passageway.

This tight, dark passage lead to a small room where their was a cold furnace, this was quickly solved when the hero’s decided to place their torch within the furnace, it lit and roared to life the clinking of metal on metal revealed a chain being pulled and wrapped on a spindle in the ceiling above them. as they turned however the fire from the furnace stepped towards them and began to attack.

the living fire followed them as they left the tight corridor and continued to engage them well into the next room before the players where able to end the elemental’s rampage with a swift cut to it’s molten core.

Slightly more singed then before the party returned to the hidden tunnel to find a room revealed, the room contained a sarcophagus and murals painted along the wall. after observing for a moment, Zana’tan opened the sarcophagus to see what was inside. he quickly realized his mistake as a lich rose from it’s slumber.

The party being exhausted on spells and energy to fight could only hope for the best. the lich in return for it’s release agreed to let them live. Zana’tan boldly asked for one additional boon from the Lich, almost laughing at the half-elf the lich agreed to grant him one more request. Zana’tan asked for the lich to stop the undead from attacking the town. to which the Lich agreed to take the dead with him, and stepped through a portal.

when the party returned to the surface they immediately noticed that the graves around them had all sunken a few inches and there where no dead bodies to be found either. fortunately only a handful of other folk seemed to have noticed.

upon their return to the guard captain they where thanked for their service and handed a letter from one or the towns nobles. granting them a free stay in the local inn known as the Guilded Oak.

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the Rising dead pt 2
deeper they delve

After surviving the guardian hands our adventurers meet a priestess of helm by the name of Kata who offered her aid in discovering the cause of the rising dead. the party chose to push forward and explore the crypt, slowly at first missing a trap the Rogue was dropped to near death, making thier choice of take the cleric along seem quite suddenly very wise. once his wounds where tended the group pressed forward into an embalming chamber, which rather quickly turned out to be haunted.

as the party turned to press forward they where swiftly engaged by an injured ghoul. they swiftly dispatched the foe and pressed forward to explore several hidden chambers beyond the next burial chamber. these lead to a room with a Pseudo-dragon guarded tomb of a mage. the pseudo-dragon told our adventurers about the family and suggested that their may be a lich of some kind entombed farther in.

the adventurers then continued to explore the crypt. finding only one other burial room that was oddly out of place. they proceeded to the alter room and it’s skeleton guards. the guards where no match for a quick burst of holy energy from the priestess of helm. a quick search of the room revealed a hidden room beyond where they have discovered a trio of cultists whom they have engaged.

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the Rising dead
the start of an adventure

after discovering the town of Feycaster has been beset by the undead each night, our intrepid adventurers have decided to help them out.

after discovering that the undead seem to come from a particular crypt they proceeded to do their research. they have discovered that the entombed here seem to be of the Juros family. they have discovered a similar name with a similar family crest belonging to the Juro family and that this family still maintains a home here in the city with only one believed surviving member of the house.

Vance Juro they discovered lives in one of the mansions in the city and is very reclusive. they discovered that sometimes he has been known to visit the Gilded oak tavern after twilight. but that his mansion is well guarded and can not be entered.

fearing the worst come nightfall the heroes have chosen to descend into the crypt. upon reaching the first door they where attacked by a pair of severed hands seeking their death. while difficult to hit the hands proved no match for the party. they now stand ready to press forward into the crypt.

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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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