Chronicles of Severance II - The Lost Heralds

Blinded by the Light
CoS II, Session 6

In which:
-Michovin returned to Neathome with the captured Hosilla and Wendaug
-Cailin, Ylith, and Eve pressed forward towards the surface, defeating a numbers of minor obstacles along the way:
—a locked door
—minor traps and alarms
—a small maze
—dire rats
-Eventually they found themselves waiting on the edge of a large chamber in a disused part of the Dardaris sewer system, watching the Drell chieftain Nar chastise his men for being so weak as to work with humans from the surface, humans who had taken their children
-They decided to approach Nar and make a bid for access to the surface by appealing to their shared outrage over what the cultists had done:
—Cailin disguised himself as a Drell for this as he assumed an outsider would not be welcome
—Negotiations started well, with Nar approving of the killing of the Vael cultists below
—The disguise, cunningly fashioned from an old cloak and a fish hook did not last long, however Cailin avoided disaster by convincing Nar that his hatred for the cultists was quite genuine
—Nar explained that he had just come back from a long journey via the dark passages of the world which had taken him to Chasm’s Deep, a city where the Drell would be welcome
—He wants to lead all the Drell on a mass exodus there, forcing an exit through Dardaris
—The party managed to convince him to let them try their hand at a diplomatic solution, in return for convincing the people of Neathome to join him and the head of the cultist leader
-The party returned to Neathome and called a council of the Drell leaders where they argued for joining with Nar and abandoning their home which is now impossible to supply with the tunnels collapsed, they narrowly succeeded through a combination of Cailins smooth talking, Yliths magical reminder of their own history, and Eve’s authority. The only condition was that the people of Neathome be allowed to choose their own way rather than Nar’s once on the surface, that they remain self governing
-Ylith and Cailin attempted to interrogate Hossila and learned that Solus Tern, councilor of dardaris, is the head of her cult after Ylith convinced Hossila that her sorcery could inflict terrible punishments after death
-Returning to Nar he agreed to give the party three days to secure passage for the Drell before they would take it by force
-Continuing to the surface, now with Cal, Gretch, and Michovin they eventually climbed out into the courtyard of a broken down mansion
-The blind owner of that mansion was a distant relative of Gretch’s, and was narrowly convinced that trade with the Drell might prove fruitful when Cailin told him that the gems from the cultists were in fact from the Drell
daradaris.png

View
Opening Trade
CoS II, Session 4-5

In which:
-The party agreed to clear the remaining path to Dardaris of the violent tribe of Drell living there so as to secure their own path to the surface and a way for Underhome to remains supplied with their previous path now in ruin.
-The party travelled to the Drell town of Neatholm and spent the night resting in the temple to Cel were they found pictures showing armored figures, similiar to Eve leading Drell from Dardaris to Neatholm
-The party consulted a local oracle where they received a Blessing and learned that:
—The Drell blocking the path to Dardaris were lead by a group of outsiders
—The more primitive/violent Drell tribes respect strength, and in the past Scarrow had achieved much via challenges to single combat
—Yilith’s bloodline curse was prohecised to end when only one of her line remained
—Cailins “tattoo” was the mark of some old power long absent from this world, and that it’s touch was enough to temporarily blind the oracles sight
-Yilith, Michovin, Eve, and Cailin overheard the Drell chief and the head of the small party of Drell they travelled with earlier quarreling about whether or not he should be allowed to mount an expedition to clear the only remaining path to the surface of a vicious Drell tribe
-Cailin helped convince the Drell ranger to stay behind, with mixed success
-The party learned from the Drell ranger the general layout of the settlement in the tunnels leading to the surface
-The party asked that the Drell chieftain look after Gretch and ensure that his intolerances didn’t land him in too much trouble, they also had some success in getting Gretch to engage with the Drell by looking at the community as an untapped trading opportunity
-Cailin gave Cal his lucky coin to hold on to whilst the party went forward to clear the path


-The party closed in on the encampment by stealth before entering into a bloody combat at the enemy Drell encampment and captured two minor tribe members, a vicious spider mutated Drell with a superiority complex, and a Vael Cultist wearing the same clothes as the cultists/council members seen in other parts of the tunnel. About half the Drell encampment remain unaccounted for.
-Interrogating the cultist, they were told that:
—A T’Relak was recently defeated in Dardaris by a powerful group that helped defend the city in its recent siege, and that its release/the siege was the work of the Vaelian cultists
—That same T’Relak will regenerate soon and destroy the city now that the defenders are gone and none remain powerful enough to sate its hunger
—The cultist was supposed to secure a means of speedy egress for her comrades in the city, for when the T’Relak awakens
-Exploring the newly depopulated tunnels they found:
—A note describing the search for Gaston’s (the T’Relak “slayer”) blade in the hopes that it might be corrupted and used to control the T’Relak threat
—A large stockpile of food and equipment
—A weapon that appears to be Gastons “blade”, a scalpel in a box fit for a longsword and with a preference for those with a direct link to the avatars
YOU ARE NOT GASTON!”
—a throne room filled with blood and the small bones of the children of the Drell encampment. It seems that the cultists took the Drell children as hostages but later decided they could just eat them (part of the well stocked larder!) and claim they were untouched. The encampment leader seems outraged but not that surprised and ranted about how working with the cultists would lay the path for the Drell to realise their potential as children of Valice and take their rightful place, by force, on the surface.
Wenduag.png

View
The Paths of Night
CoS II, Session 3

In which:
-Chris/Jamie/Natasha add the first hour in here?
-Cailin Ledaal found himself near starving and lost on a strange island after a failed attempt at crossing the Tengara lake.
“I was in the process of crossing the Tengara Lake when I came across the most unusual island which I felt compelled to explore.”
-Eve was brought to Cel’s night path for the first time by her master Scarrow, who led her through a rift to the island where Cailin had found himself. There Scarrow passed away, leaving behind a single bright gem which Cailin promptly stole.
“Truly a tragic loss, the world is a little darker without Scarrow in it.”
-Eve guided Cailin through the paths of night, back to the Drell tunnels beneath the scorched plains. There they joined Ylith(?), Michovin, Gretch, Cal, and a small Drell scouting group who were waiting for Scarrow and Ever to return before heading back to their tribes settlement. During conversation:
—the drell learned that the tunnels to the east, normally used to reach the surface, had collapsed.
—that their chiefs sons belongings had been found by Illith and Michovin near the cave in
-The newly formed group headed though the tunnels back towards the Drell settlement, and on when passing through a particularly dangerous region found the bodies of two Dardaris council members wearing symbols of vael, their official robes (taken by Illith and Cailin), masks (taken by Illith and Cailin), some gold (shared by the party), and a chain shirt (given to the drell chieftain as a gift later).
-Giving into sentimentality, Cailin gave Eve the small gem left by her fallen master. It merged with her armor, remaking it as if new in a bright flash of light and taking a position inset in the armor itself.
-The Drell town turned out to be a small settlement on a island in the middle of an underground lake, lit by the glow of a peculiar breed of mushroom. Michovin proved deathly scared of water so the group received an audience with the Drell Chief on the edge of the lake. There they where granted sanctuary in the Cel temple on the island and learned that the remaining path to the surface was blocked by a neighboring, savage, tribe.

Cel_s_Pathway.jpg

View
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.

View

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.