What is lost

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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Prologue

While exploring leads, all the characters find themselves afloat and on their way to their next destination. A few days at sea, the captain of the ship, Captain Seamen, seems a bit too happy and offers all the passengers a drink on him. The crew and passengers all indulge in a night of celebration, and partake of all manner of food and drink. As the night goes on and the boat rocks back and forth, the characters find themselves succumbing to a deep, deep sleep…

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The Adventure Begins

One by one, the adventurers awake to find themselves stranded in a cove. The area around them is dark and foggy, and before too long, a lumbering figure starts its way towards them. There’s apprehension in the group, and a few call out to the figure asking its intentions, but they hear no response. Once the figure gets close enough, the party realizes it’s not exactly…alive. It attacks, hungry for fresh flesh. The party attempts to slow the zombies progress, and are almost successful — Burgnur receives a nasty bite, leaving a large chunk missing from his left arm. Luckily Gregory House, the cleric, is able to heal Burgnur a bit, after coming out from hiding beneath the nearby rowboat, but the wound still remains.

After the party defeats the zombie, they claim the club it wielded as well as the knife that was embedded in its gut. A nearby rowboat was searched, and a 10ft rope was found. At this point, some of the party searched for a secret door of some sort that could lead them out of the cove while other took a more direct approach. Glorindu Nightblade tries to scale the rocky wall, but fumbles and lands on the rope, slicing it in two with his newly acquired knife. Aria, with the help of a couple of her party members, gets boosted up and pulls herself up enough to see over the cliff. She makes note that there’s lots of trees, and there’s a board being held up by two sticks. It looks like an entrance with stairs leading down into the ground. Before long, her companions lift her down.

Meanwhile, Malkith comes across a secret entrance and pushes it open, finding a cave. The party joins him in the cave, and they follow through the cave. After a short while, they can see an exit. Malkith is leading when he suddenly feels a tug on his ankle. Before he walks too far, he brings his leg back and sees a rope crossing the ground near his feet. The rope leads along the wall up towards the exit. Glorindu Nightblade uses his rogueish skills to disarm the “trap” so none of the other party members trip it. Kishin, Yakate looks back the way they came in and sees another silhouette. The party heads up the stairs and out of the cave. Aria recognizes that the board that she had seen is the same board that they are right next to (judas I’m not an english major). The dwarf kicks the sticks out of the way, and the door slams shut.

Verro and Gregory make their way to the edge of the cliff and look down into the cove. The silhouette is advancing towards the entrance of the cave. Verro shouts out to the figure, but it doesn’t respond. Gregory summons divine light that descends upon the figure and reveals its less than living features.

The party decides to advance along the path that stems from the exit of the cave. They all feel a tug along the trail, and they feel that an item they hold dear awaits them at the end of the path. Yakate embraces this feeling, and with a will that would strike fear into the mightiest of enemies, he disappears in a flash, running with all his might down the trail. The dwarf notices his companion making like a bat out of hell and pursues him.

The rest of the party takes a more leisurely pace. Gregory constantly checks with Borgnur, making sure that he feels all right, whether that be out of the goodness of his heart, or for fear of the inevitable.

Gregory makes a conscious effort to find a firefly or moss so he can cast his light spell, and finally finds a lone firefly off the path. He thrusts his hands out, but can’t find a hold on the to-be victim. Before long (again) Gregory finds himself a good ways off the path. He decides he should make his way back. Gregory is making progress, but mistakes some things around him and turns away from the path. While doing so, Malkith tries to cast dancing lights, and like an old man, find himself unable to muster up the “magic.” Malkith looks in the direction that Gregory went and sees a silhouette, but can’t make out if it’s hostile or friendly. Verro feels uneasy, and decides he should try to send a signal to Gregory in the form of a fireball, and a burning tree. The tree wasn’t burning until it was hit by the fireball, but the signal was sent loud…well not very loud, but quite clearly. Gregory notices the billowing flames and makes his way back to the trail.

The reunion. Verro and Gregory are relieved to meet each others’ gaze once again. Verro notices marks on Gregory’s face that stem from his eyes and have removed all the dirt and grime that have accumulated from hiding under rowboats and other stuff.

The party continues on.

Meanwhile, the rōnin and dwarf have made good distance. Yakate finds himself at the gates of a small town called Serrinville. The guard greets Takate and asks his business. After the pleasantries, the guard directs Makate to “Doran’s Wares,” the local trade shop who’s owner, Doran Cornwallis, has just received a new, large shipment of goods. The guard forgets (whoops) to tell Lakate that Doran is probably at the Inn ( Come Inn) celebrating the arrival of his new goods. The dwarf is not far behind and receives the same treatment from the guard, but this time the guard remembers that Doran is probably at the Inn.

The rest of the party is walking along the path when they’re suddenly ambushed by 3 zombies and a larger, ogre zombie (that likes to loaf about and not hit anyone). They dispatch of the smaller zombies by mutilating their head in some way, then move on the the Big Guy. The Big Guy manages to strike Ilaria, knocking her unconcious. She coughs and blood gurgles in her mouth. Gregory runs towards her, taking note of her newly revealed hip and leg. He tries to stabilize her but finds he just too distracted. When it looks like Ilaria is about to give up the ghost, Verro runs over, shakes off a blow from one of the nearby zombies and slaps her across the face (while doing other medically stuff) and stabilizes Ilaria. As she wakes, she looks into Verro’s eyes, and he into her’s. She then shifts her gaze to the lumbering ogre. She pulls her hands up, and fire pours out. Unfortunately, she’s not aware of her drow companion who gets caught up in the blaze. Her magic is uncontrolled, and her blaze knocks the drow down and unconcious. Gregory, feeling inadequate but very scared that his own companion would fry his other companion, army crawls his way towards the seared Malkith. Luckily, Gregory had found a plant that has special healing properties and is able to dress Malkith’s wounds, but removes all his clothes in the process. Malkith awakes naked and burnt.

The party goes all out on the ogre. The ogre receives blows from clubs, poison sprays, fireballs and even gets his spleen forcefully taken away. After a searing fireball stemming from Verro burns away more flesh from the ogre, it breathes its last breath. The party, wanting to be for absolute sure, continues to beat the ever living shit out of the dead undead body, much to their dismay (why didn’t jesus come down and say he was dead?!?!).

The party leaves the carcasses lining the trail. After a ways, the moon-elf druid realizes they probably should have searched the carcass for any loot, and heads back to the bodies while the party continues on. Once she arrives at the carnage they left, she finds a short-sword and a purse containing 120gp. She picks up the loot, and quickly makes her way back to the rest of the party who is just now reaching the walls of Serrinville.

A guard scouts the surrounding land. It’s late at night, and the fog is thick. He picks out some lumbering figures that are limping, slowly towards the town. He decides they are hostile, takes aim, and fires a balista towards the leading figure. The bolt lands, and the figure falls over. Great, he thinks,that’s one down. Another figure makes an appearance, and he takes aim again. Another hit! More show up. Wow…that’s a lot more. They usually don’t group up like that. Then it hits the guard…they weren’t zombies! Realizing his mistake, he goes down and opens the gate. There he sees 6 people making their way over. Many aren’t looking good, and one has a noticeable chunk missing from his arm. The skin around the arm reminded the guard of the bites he had seen from zombies in the past. “Sorry, can’t let anyone that’s been bit inside the town,” he states. Malkith is noticeably angered by this soldier. He’s shot innocent people, and now he won’t let them in. Malkith makes sure the soldier knows that his life would be cut short if he didn’t let the party in, and the soldier complies.

While this all happened, the dwarf and ronin find each other within the streets. The ronin glares at a cat, but it’s unfaìzed by the glare. The two decide to head to the Inn and talk to Doran. Once there, Doran is threatened by Pakate and bans him from his shop. Qakate and Glorindu decide they’ll just got break into Doran’s shop. On their way over, they are caught by a guard and forced back to the Inn. Glorindu stealthily takes the guards purse containing 5gp. Once inside the Inn, the guard helps Bakate and Glorindu strike a deal with the Innkeeper so they can stay the night. They must do work for him, which included wearing revealing clothing and taking drinks to the patrons. Glorindu dislikes how much he is groped. They makes a gold piece each in tips.

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Episode 2: Doran's Blade

We begin our next step where we left off last time. The remainder of the party has arrived at Come Inn and are examining their surroundings. They see a solemn man, who’s name is in my notes that I don’t have right now, and Doran, who’s enjoying a drink with some buddies. Verro convinces Doran to buy him a drink, and in doing so, secures himself some of the strongest ale the inn has to offer at 90% alcohol content (or whatever it is). Verro finds out that Serrinville is famous for its strong alcohol with some drinks climbing as high as 105% alcohol (the cup itself it also alcohol that can be consumed).

Aria divvies out the coins she found on the zombie ogre, handing 20gp to each of her party members. Using their newly found cash, everyone purchases a room for the night, and Clakate pays off his debt to the innkeeper so he doesn’t have to work the following morning.

Over in town barracks, [guard] speaks to his commander.

“Sir, I have committed the unthinkable…I let a party containing an infected person enter our-”

WHAT?! You KNOW we have no tolerance for the infected! And now there’s one in our very town of Serrinville?! [guard], your mistake was grave. You shall face your consequences in the morning. As for the infected, you two! Go check the inn for any new visitors. They’ve probably sought refuge from the night there. Now, go.”

After everyone has sought shelter in their rooms (except for Verro, who continues partying with Doran and convinces Doran to let him sleep on his “couch” that night) a couple of soldiers enter the inn. They’re stern with their demands. The innkeeper eventually gives in, but not before Ilaria exits her room and sees them coming. The soldiers make their way to the stairs leading up to the rooms. Once at the top, they top at the first door and knock. Ilaria answers.

“Do you know of anyone that’s infected, miss?”

Ilaria, in her night-time garments (of which I have no idea how she acquired) makes sure to stretch her leg out just a bit, and make sure her neckline dipped to an appropriate (or inappropriate?) level and tell the guards “No, we have no knowledge of any infected people. I have some friends within these other rooms, and they will give you the same answer. We’re all very tired, and I could use my rest. I can’t maintain these looks without a good night’s rest sir knight,” she coos as she blinks rapidly…er I mean flourishes her graceful eyelashes.

“Of course not! How could we be so silly. We’ll leave you all alone. Have a good night miss, and enjoy your stay,” says the guard as he rushingly starts shoving his companion down the stairs. “Enjoy your…wait I already……bye!” And the guards both disappear from the inn, wholly convinced that no one at the inn knew of the infected visitor.

Verro and Doran decide their night should come to an end. Doran leads Verro back to his shop, opens the doors and ushers Verro through. Once inside, Doran open a door to his basement storage where there is a bunch of hay that Verro can sleep on. Once Verro is inside, Doran wishes him “good night” and locks the door.

After a few hours of meditating, the elves of the party awaken to do absolutely nothing. Verro, being a high-elf, does not wake up after the usual 4 hours of meditating but instead after 6 hours due to the amount of alcohol he consumed. Once awoken, he searches his surroundings and finds some apples in a nearby barrel, and happily helps himself.

After 8 hours of peaceful sleeping, the rest of the party, and Doran, awake to a dreary morning. Verro pounds on the locked door, and Doran happily comes down to let him out. “Help yourself to the apples.” “I already did.” “K, bastard…” Verro leaves Doran’s shop Cena

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Malkith, Speaker of Salt

Most of the party finds themselves in the throne room of the now deceased Doran. After such a difficult fight, they all feel like they know just a bit more about things…like they’ve gained a good amount of experience. They decide to take a long rest in the throne room.

After searching around the room, the party finds a secret tunnel. They follow down the tunnel until the get to a dark (uh, but I have superior dark vision, bitch) room. Once inside, a figure appears in a bright explosion and says some evil stuff, wakes the dozing dragon, blasts the exit and peaces out. Inside the room the party finds a pool of pure water and, of course, the now fully awake undead dragon. After getting set on fire multiple times, falling unconscious and losing clothes (and being fondled by an overly nervous cleric) the party melts the dragon down and finds a door. Gregory fills his water container thing with the cure, but the rest of the pool becomes corrupted, leaving Gregory the sole owner of the pure water.

The party finds a trapdoor and exits the dungeon after killing the dragon…huh…like…dungeons and dragons. Huh. They walk a ways, get out of the tunnel and find themselves on the side of a mountain. They realize which way they need to go and head back to Serrinville.

Meanwhile, at the Come Inn, Borgnur find himself sitting in a room with the ever stone-faced…actually everything about him seems stone-like, Glorindu Nightblade. Being bored and wanting to actually do something this session, Borgnur tries to exit the inn. There are many times when he feels like those around him might threaten him, but he quickly recognizes (every.single.time) that it’s probably just his infection and he shouldn’t harm to poor humans. There was a time where his arm started acting up, but he subdued it quickly.

The party finally makes it back to Serrinville. The chat with a guard and use some lingo about the town to quickly get inside. Once inside, the party disagrees on what to do with the cure. Yakate convinces Gregory to come and bring the water to the little boy they promised to cure while the rest of the party decides they should go check on Borgnur. Yakate and Gregory both get to Abate’s place and knock on the door. They’re welcomes inside and taken to the boy. They use up most of the cure to heal the child. Abate conveniently gives hints that they could probably mix the cure with holy water and it will have the same effect. Yakate and Gregory leave after taking a barrel and head towards the local church.

Once Yakate and Gregory arrive at the church, the fill the barrel with water and have the priests there bless it to make it holy. Once it’s been blessed, Yakate and a priest take it down to the cellar to store it. Yakate comes back up from the cellar, then Gregory decides to go back down into the cellar to fill up the bottle of remaining zombie cure. Once the bottle is filled, they head back to the inn.

Back at the inn, the party is taking care of the ever perceptive Borgnur. Yakate and Gregory get there and heal the poor bastard. Once the healing takes place, everyone snags a room and hits the sack. Yakate, Gregory and Borgnur all take a room together while Malkith meditates in the pub area. After a few hours, Malkith joins the room of Borgnur and starts asking a bunch of questions while the other non-elves actually try to sleep.

The night ends and the party is all awake. Malkith is eager to go take a stroll around Serrinville, so most of the party decides to accompany him (won’t it be romantic?). Once the get down onto the main floor the smell of freshly cooked breakfast foods enter the nasal canals and entices them to stay and eat and gain 10% bonus to all learning experiences for the day. Verro Korius sits behind the grill or whatever else he’s cooking on making breakfast and starts handing out plates to his party mates. Malkith, still eager to “stroll” about starts to leave the inn, but Ilaria is right on his heels, following him out of the inn.

While the rest of the party eats, Ilaria and Malkith decide to hit up Doran’s shop. Once they arrive, knock on the door and find it’s locked, Malkith lets out an eldrith blast, hitting Ilaria square in the belly area, singing away her clothes around her midriff. She counters with her own attack, but before she can do anything more Malkith retaliates and knocks her unconscious. While she lay there, injured and exposed, Malkith reaches into his pack and takes out a rope then proceeds to tie Ilaria up. After she’s tied up, Malkith blasts open the door to Doran’s shop. Malkith goes inside and takes a bunch of magic items. Before too long, Ilaria wakes back up and cuts herself loose although her pants are caught up in the cutting so she, once again, finds herself almost naked. Once free, she attacks Malkith, knocking him unconscious. She then times him up, takes the weapons and flees back to the inn, screaming along the way that she had been attacked.

Once Malkith comes to, he cuts himself free and starts pursuing Ilaria. Before long, a couple city guards arrive at the scene. Malkith tries his best to subdue them, but ends up getting beat up and arrested.

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Chapter 4: You Don't Seem Yourself

Everyone get’s kidnapped by dopplegangers and they wake up in a cave. After collapsing a bridge, fighting a beast and retrieving an artifact, the party heads to a nearby town. When they arrive, they join the townspeople who are listening to their princess give an announcement concerning the tournament that will be held to determine the next ruler of the town. Before the details of the tournament are even mentioned, Gregory thoroughly convinces the princess that she is to marry him and declare him rightful leader of the town. It’s determined that Gregory will marry Princess Rosalue and become ruler of the town, but in his absence (as he wants to continue adventuring) the winner of the tournament will lead the town.

Night approaches. Everyone is tired after convincing the houses of the village to let them represent them. During their rest, Gregory is bonked on his head and kidnapped. The rest of the party wakes up the following morning and attend the tournament, fighting their darndest to win for their house. Aria destroys the competition, landing her a spot in the final fight against Glorindu.

The rest, in the next chapter…

Chapter 5: Gregory’s Lost Love

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Chapter 5: Gregory's Lost Love

Gregory House lifts his head from the stone slab it had been resting on for an unknown amount of time. The back of Gregory’s head is bruised, and he feels a slight headache originating from that spot. Upon looking around, Gregory recognizes that he’s in a small dungeon cell. Rats scurry to and fro, taking the quickest routes from one hole [in the wall] to the next. Gregory finds his arms and legs bound to the slab he’s been laying on. One cord raps around his torso and another around his legs, affording him the movement of his arms below the elbow.

After a few moments, a person arrives. Gregory instantly recognizes him as one of the local clerics. Gregory interrogates the man and finds out that he’s being imprisoned by the clerics because they feel he isn’t fit to be the ruler of town, him being a stranger and all. Gregory fiddles around and pulls out his BAD (Big Ass Diamond) and offers it as part of a trade. The clerics eyes widen to an obscene width and he agrees to all the terms Gregory states: In return for the ring and Gregory giving up his position as ruler, the cleric would have to give Gregory 2 bodyguards and let him go free. The cleric opens the cell door and takes the diamond from Gregory and promises to come back once he’s stored the ring. The cleric runs out, locks the door and leaves the premises.

After a few more moments, the Cleric returns, opens the door, releases Gregory from his slab and stands by. Gregory exits the cell and sees, across the way, another cell containing his beloved Princess Rosalue. Gregory pretends not to see her and continues towards the stairs leading out. At the top, he presses the door slightly open and peeks out. He recognizes the grand hall of the cleric’s temple. Not far away, he can see the stand were the clerics preach, and across the hall are the doors to enter and exit the temple. Gregory closes the door, turns around, and knocks out the cleric that had been holding him captive. Gregory hauls the cleric back down to his old cell, takes his clothes and straps him down. He then takes the cleric’s keys and releases Rosalue from her cell.

“Why do you think they’ve taken us captive?” Asks Gregory.

“I can only assume it’s because you’re a complete stranger and are ill-fit to run the city, and the clerics have always had their eyes on power. I assume that’s why they’ve chosen your demon friend to represent them in the tournament,” responds Rosalue.

Demon friend…I don-. Oh. Malkith. Gregory thinks to himself as he comes to the realization.

“Right, well let’s leave this place,” objects Gregory.

Gregory takes Rosalue’s hand and they flee the temple, no one being the wiser as Gregory dons the appearance of a local cleric. Meanwhile, the tournament is just ending.

“Can we please have ”/characters/kara" class=“wiki-content-link”>Aria and Glorindu Nightblade report to the contestants desk. Aria and Glorindu, please report to the contestants desk."

Aria lightly struts her way to the desk, as if she were stepping on fragile leaves, feeling confident after mauling her companions in her new-found bear form. She enjoyed the power and strength she had while being a bear. She reflected back to the teachings of her mentor: “Remember Aria, the power of a druid cannot be taken likely. It’s infatuating and addicting. Mind yourself while you use it.” Aria makes it a point to remember these teachings. I won’t fall. Not like the others.

As Aria arrives at the desk, the person sitting there gives her a look of fear. “Ah, the bear girl. Thank you for r-reporting. We’re just waiting on the dwarf.”

“Oh, I can wait,” snarls Aria. She pulls her hand up and looks are her nails. They look as if they’ve been filed to a point, giving them a sharp appearance. Aria quickly pulls her hand down and hides them in the folds of her green dress.

After an hour or so, Glorindu doesn’t show. The person at the desk looks at Aria and nervously states that she’s won by default. Aria let’s out a huff, “That dwarf to yella to fight me huh? Smart.” Aria struts away, again as if she were walking on fragile leaves, her dress flowing as if pushed by a gentle breeze. She makes her way back to her convenient companions. They’re sitting at a table, waiting for the announcement of the upcoming fight.

“Do you guys think Nightblade even has a chance? Aria…she’s no normal druid. We could take a simple bear, but Aria slashes and bites with a fury I have never seen before. I wonder if- Oh! Aria! What happened? Aren’t you supposed to be getting ready for the fight?” Verro gives her a confused look.

“Oh, it seems as if our dwarf companion has chickened,” Aria puts her hands in her armpits forming chicken wings and momentarily changes her arms into wings, “out of the fight. It’s a shame, I wanted to see who was the strongest of our group,” she states, her words filled with faux innocence. “I was sure Glorindu would have put up a good fight,” she says as her eyes dart to Ilaria. “I guess we all need to attend the award ceremony now.”

The party, consisting of Ilaria, Aria, Verro and Malkith, make their way to the ceremony hall. Upon arriving, an important looking man sits atop the platform at the front of the hall.

“And we have our champion! Aria, representative of our ever-so important farmers, please come receive your prize!”

Aria peels away from her companions and floats to the front of the hall. Instead of using the stairs, she performs a graceful flip onto the stage, landing in front of the important looking man. The crowd let’s out some “oh’s” and “ah’s” as she lands. The important looking man, who’s holding an old leather witch’s hat, jolts back out of surprise but quickly composes himself.

“Our champion, Aria, fought her companions valiantly representing our farmers. Unfortunately her last opponent didn’t show up, so she won by default.” The crowd mumbles a bit, making it obvious they were hoping for another fight. "

Her reward: the village’s rarest item – Forgnur’s Hat, as well as majority shareholding of the town for the farmers." The important looking man bows his head forward, presenting the old hat. Aria delicately takes the hat, and before too long, Malkith seemingly appears behind her.

“I would love to look at that lovely hat of yours,” Malkith breathes, his words soothing, into Aria’s ear, only for her to hear.

“Um, maybe once we leave here,” she states, frightened by Malkith’s quick movement.

The crowd let’s out a cheer as Malkith raises Aria’s arm like a champion, “Let’s hear it for Aria!”

Malkith and Aria leave the stage and return to the rest of their companions, Malkith keeping a careful eye on Aria’s new possession. The rest of the group praise Aria on her victory. She bathes in the praises. After not too long, Gregory and Rosalue barge into the ceremony room, drawing the eyes of everyone. Gregory hesitates for a bit before quickly striding over to his companions.

“We may need to skip out of town a little early,” he whispers to his buddies.

“Where have you been bud,” asks Verro, obviously concerned about one of his more favored party members."

“Uhhh, I’ve been in the cleric’s temple but that’s-”

“Why were you in there?” Quickly objects Malkith. “I’m the one that represented them, why didn’t they come to me?” There’s a tinge of jealousy on Malkith’s tongue.

Verro looks dumbfounded at Malkith. “Dude, he’s a cleric. That’s where clerics go.” Verro mumbles something incoherent under his breath and Malkith backs off, dejected.

“That’s not important. We really ought to leave though.”

Verro takes charge in the moment of chaos. “Okay everyone, let’s just get out of here for a bit so we can talk all this over, okay?”

The group look at each other and agree to leave. They make their way to the exit, receiving approving glances from the passersby. They reach the doors and push them open, exiting the colosseum. Once they’re all outside, Verro looks at Gregory, expecting answers. Before Gregory can say much, Illaria points off to a nearby field.

“Has that always been there,” she asks, giving a scarecrow in the distant field an inquisitive look. Verro looks at Illaria, then look to the field, and back to Illaria, brows furrowed.

“Uh, yeah? It’s a scarecrow, in a field, Illaria, don’t be paranoid. Now Gregory, why do we need to leave? The town obviously loves us.”

Meanwhile, Malkith turns to Aria, who’s been staring intently at her new hat, struggling to discern its magic properties. He whispers, “Are you having trouble there love? Let me have a look.”

Frustrated by the difficulty, Aria passes the hat over to Malkith. Malkith takes the hat and closes his eyes. He sees a man, holding the hat. The man thinks about another man, then puts on the hat. Once the hat is on, the original man’s appearance becomes that of the man he was thinking of. Ah, I know what this hat does, thinks Malkith. He opens his eyes and looks up from the hat, then turns towards Gregory.

“He probably screwed something up at the temple, like he always does,” sneers Malkith.

Gregory looks down at his feet, remembering his failed attempts at healing his party members in the past. Malkith did have a point, he tends to screw up a lot. Malkith’s comment hits hard once Gregory remembers his days at the monastery. Gregory becomes angry at the thought.

“No!” Gregory quickly states. He then approaches Malkith, getting close to the drow’s face. “I wasn’t screwing things up, Malkith. In fact, maybe you should be watching over yourself more, what with you trying to represent the clerics despite your questionable history.”

Malkith backs away and shuts his mouth. I’m getting sick of these “companions”, he thinks.

Gregory turns back to Verro and the rest of the party. “I think I was taken captive by one of the clerics. He stated that they kidnapped me was because they believe I’m not fit to rule this town alongside my lovely Rosalue, but I have reason to believe it’s much more personal than that,” says Gregory as he quickly flits his eyes towards the princess and back towards Verro.

“Well, you are a complete stranger, and…Okay guys come on that thing has to be moving, right?” Illaria points to the scarecrow again, though this time it’s much closer than before.

Aria narrows her eyes while looking towards the scarecrow. Verro looks over, a look of surprise on his face. Then, within a fraction of a second, the scarecrow starts a full sprint towards the party. Everyone takes a ready stance except Malkith, who takes a few steps away from the party.

The scarecrow charges its way towards the party with eyes locked on one person in particular: Malkith. Verro deduces that this nasty enemy is probably weak to fire. Gregory quickly recognizes the scarecrow’s target and swiftly sticks his foot out, tripping it. As the scarecrow falls, a ball of fire and an arrow fly through the air it previously occupied. Gregory’s companions weren’t as quick and attempted to hit the scarecrow before it went down. The fireball passes close by Malkith, who’s retreating further away from the scarecrow, but the arrow lands true, piercing Malkith in the shoulder. Malkith let’s out a grunt of pain and braces his shoulder, eyes darting to the origin of the bolt: Aria. Aria’s eyes widen as she realizes the missed her target and accidentally hit her companion.

The scarecrow hops up and looks at the origin of the fireball. It gives Verro a nasty look, filled with magic dread. Verro’s thoughts are suddenly filled with flames. Burning. Screaming. Verro holds his head, trying to rid himself of these invasive thoughts.

Meanwhile, Malkith straightens, ignoring the pain in his shoulder and calmly raises his hand towards the scarecrow, letting an eldritch blast free. The blast connects with the scarecrow and blows portions of its straw all over the place. At the same time, Illaria notices the scarecrow’s concern with Verro and let’s a fireblast of her own, striking the scarecrow and setting pieces of it aflame.

The scarecrow let’s out a scream and leaps after Malkith, clawing him. At the same time, two frog-looking demons appear behind Malkith, also mauling him. He falls to the ground as the creatures rip him to shreds. Aria, feeling remorse for her ill shot arrows, sprints past her companions to malkith. She takes a hit from the scarecrow, but shrugs it off, using it as a distraction so she can heal Malkith. Previously unconcious, Malkith opens his eyes to see Aria by his side, then swiftly loses consciousness as one of the demons attacks him again.

Malkith’s companions off a demon, but one the remaining demon slithers its tongue over to Malkith and take the hat. Verro finally discards the invasive thoughts and targets the scarecrow, throwing another ball of flame. The ball flies through the air and engulfs the scarecrow, exploding it into the air around them. Pieces of straw fall to the ground burning.

The sole demon stars running/hopping away, but it doesn’t get far before an arrow sprouts from the back of its head, and it falls to the ground, sliding a ways before finally coming to a stop. Right at that moment, the princess leaves her hiding spot and quickly snatches the hat. Once the hat is in her possession, the princess starts running towards the cleric’s temple. After running a few feet, she glances back towards Gregory and gives him an impish smile.

Angered by the theft of her hat, Aria morphs into a bear. The princess doesn’t get far before she finds a couple tons of fur pinning her to the ground as she quickly loses consciousness. Ilaria join the bundle of fur and looks at the bear apprehensively. The bear gives a look of approval before Illaria takes the hat from the pancake of a princess. The bear finally peels itself away from the pancake which then takes a huge breath and regain consciousness. The princess is questioned, and she tells the party that she’s always wanted the hat because her father used to play with her while wearing it, so she sent her father out to die so they could hold a tournament and she could claim the hat. Devious. Gregory feels betrayed. The princess gets knocked out again.

Moments later, footsteps could be heard approaching the party. Some onlookers identify a group of ruffians assaulting their beloved princess, and rush off towards the nearby guard station. Illaria takes the hat and Gregory, taking the appearance of Rosalue when wearing the magical head garment. She then calls for a town meeting. Meanwhile, Malkith wakes up coughing. He’d taken a beating, and everyone had forgotten about him. That was the last straw. He got up and hobbled towards the party, seeing Gregory and Illaria leave. It was just him and Verro next to an unconcious Rosalue.

A group of guards finally arrives at the scene of the assault. They accuse Verro and Malkith of assaulting the princess. The two ‘companions’ convince the guards that this is a doppleganger, and that the real princess is holding a town meeting at that very moment. The guards ask them to take care of the doppleganger considering they’ve dealth with them in the past, and Malkith takes that as a request to kill the princess. He aims his hand towards Rosalue and prepares his spell. Verro quickly pushes his hand out of the way, sending the projectile into the ground next to Rosalue’s head. Veroo wasn’t quick enough, and the spell took off Rosalue’s ear and some skin on the side of her face. The guards decided it would be better if they took her away. That way they could study dopplegangers. The guards leave and Verro chews Malkith out for being rash. Malkith gets offended and walks away. Verro says “good riddance” and goes to join everyone at the town meeting.

Meanwhile at the town meeting, Illaria as Rosalue convinces the town that the original Rosalue is an imposter. The town is fine with that, and the party convenes at the barracks to get weapons and armor. As they’re stocking up on things before they make their grand exit, they hear screams and loud noises. They exit the barracks and see a demon absolutely trashing the cleric’s temple. Once it eats a few people and obliterates the temple, it climbs back into its demony hole. The party rushes to the temple to find a meditating Malkith.

“I’ve been expecting you.” Malkith opens his eyes and glares at the party.

“That’s enough death and destruction Malkith. You don’t deserve to live any longer.” Verro let’s out a bolt of magic, as does the entire party. Malkith does very little before being obliterated by his once-companions. Verro walks over to the drow’s corpse, places a hand on his face, and burns the flesh away till there’s nothing left but bones. Gregory (who didn’t actually help in the fight cuz he’s a pansy) then walks over and separates the skull from the rest of the body, making absolutely sure that Malkith, Speaker of Demons was no more. The party then decides to head east towards the woods, leaving death and destruction in their wake.

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