Beyond the horizon

Back through time
Discovering the spires

When last we left our heroes, they had achieved their first great victory together in what remained of the old toll house, located at the end of the broken bridge connected to the Sunken City. After taking a short breather for the sake of planning, the party began following the strange map which they had looted from the corpse of the slain bugbear. To their surprised, the back of the map was inscribed with two phrases: “Book” and “The Accounting of the Shards”.

Making their way further along the abandoned bridges connecting the towers of old, they frequently noticed light shining in the distance at random intervals. As they ventured deeper into the city, they discovered its source: a humanoid bolt of lightning feverishly striking against some kind of dome-like barrier, to no avail. Following the scribbled map, they came upon the entrance to a large tower-like building, atop which was inscribed the phrase “Spire of the Deepvessel”. At this point, Mattimeo realized that the unseen servant he had summoned earlier had vanished from his side. The gateway which seemed to grant entrance into the tower itself was filled with a dark void, electric arcane energies playing across its form. Upon the stone which made up the gateway were inscribed dwarven runes, communicating a riddle to those who could read it.

After many blinding attempts at traversing the mysterious void, a draconic exclamation of “Lightning” caused it to dissipate, showing but a hallway and a staircase to our jolly band.

Entering into the spire proper, the party found themselves in what may once have been a large study, lined with bookcases and a large portrait depicting The First Four. One of the walls in the room consisted of a large window, through which the players could see another spire of similar size hidden beneath the waves. Investigating the room in detail, our heroes found an entrance to a hidden alcove, in which they found a chest, containing a set of jewelers tools, and a patch-covered robe which they believed may have once belonged to Vehemaia the Patcher.

While trying to open a large set of doors found opposite the study, Krov managed to cause a slight cracking of the wood, upon which water began to trickle through into the tower. Knowing that their time inside the tower had probably become somewhat limited, the party headed down a large flight of stairs into the spires depths.¨

Further down, the band came upon a very old, but still fairly fit alchemical lab containing notes signed by Gromg Deepvessel. Evidently, the tower had history in spades. The party investigated further, pushing open the door to what appeared to be a storeroom for alchemical reagents. Looking through as assortment of sacks and crates, our heroes came upon iron (which eventually fell through the bottom of the crate), sodium (that Mattimeo saved in a number of glass vials, basically inventing the shrapnel grenade), a tightly sealed box with draconic runes carved into the wood and, beneath it, a locked trapdoor.

Notsium Durkax eventually managed to solve the enigma of the sealed box, finding inside it an Alchemical Jug inscribed with dwarven runes, which he believed to be the eponymous Deepvessel. Using the Jug in order to produce acid, somewhat to his own dismay, Durkax managed to melt through the thick padlock which sealed the trapdoor, opening the road into even deeper reaches within the tower.

Heading down a long ladder chute, the heroes found themselves in a flooded arcane sanctum, containing an arcane circle carved into the stone floor, a two bookshelves lining opposite walls, three doors seemingly leading out of the tower, along with a large set of double doors leading back into the spire itself. These great doors, however, were frozen over with some sort of unmelting ice, upon which both swords and fire left nary a mark.

On a workbench near the center of the room, the party found an old leatherbound tome titled “The Accounting of the Shards”. From what little they could glean from the book without deciphering the earlier entries, it sounded like the ravings of a madman.

Upon removing the book from its resting place, a connection to the arcane circle was triggered, causing the three outgoing doors to freeze over like the double doors, after which the water itself took on a serpentine shape and pounced upon the players. After a harrowing fight dimly lit by a glowing workbench whose light bounced of the frozen doors and the eventually frozen head of the watery being, Mattimeo finished the elemental being by basically vaporizing it against the nearby wall through pure arcane force.

Investigating the bookshelves after the encounter, the heroes found each named with a different plaque: “Gehrman” and “Terteias”, respectively. Feeling that time was wasting, the party deactivated the freezing effect by smashing the arcane circle into gravel. As they soon came to realize, a small crack in a set of double doors connected to the ocean can build up to quite a bit of water over time. With the entire room flooding at an alarming rate, our heroes managed to flee out of one of the defrosted doors, finding safety from the flood beyond.

They found themslves staring out at the Sunken City beneath the waves, the bridge the sttod on seemingly shielded from the surrounding water. From their new marine vantage point, they could see not one, but three other towers connecting to their spire of origin through similar bridges, albeit some broken. Looming above the surface, directly above the furthest spire, sat the spectre without sound nor motion, seemingly still impeded by the mysterious barrier.

Trapped beneath the ocean surface, looking out over a drowned city and with a strange being looming overhead, is were our heroes find themselves, Beyond the horizon

Out of the woods
Journeying to the Sunken City

In the early hours of dawn, on the 16th of Kiriel, the party struck camp and resumed their attempt to navigate out of Lînn Woeld.

Making their way opposite the sun, their journey west caused them to enter an area composed almost entirely of bramble and thicket. In an attempt to surmount this obstacle, the band made their way further south, coming upon a large, strange sleeping creature somewhere between a bear and an owl. Despite not making their way forward in the stealthiest manner, the beast kept to its slumber, and the companions reached the edge of the forest, encountering a wide crop field smelling of rotting meat and eggs.

The assembly spotted a humanoid creature standing in the field toiling away with what appeared to be some sort of farm implement. Making their way toward the beckoning figure, they came upon the frame of Ufah Stonesworn, a goliath farmer wielding a large sledgehammer which he used to keep his fields free of rocks. The gentle giant invited the adventurers into his home for some tea, talking fondly to his crops on the way to his house. After a fine conversation including the origin of the smell being a Kenku-harvested substance called “sulfur”, the goliaths niece and nephew and a strange fascination with the concept of gloves, the host bid his guests farewell with a small prayer to the fire god Kossuth.

Later that evening, the party managed to make their way northwest into Fisher’s Way, specifically to the local tavern The Speared Stout. Having an evening meal with their employer “Joz”, the evening flowed into night uneventfully.

The following morning, however, was anything but.
Awoken by what sounded like the entire tavern being torn down one chair at a time, the party came upon a frankly enormous bugbear named Kulaf, who appeared to be interrogating Joz regarding intruders spotted near Karadel’s tower, flanked by two normal-sized bugbear guards.

Keeeping silent, the angry goblinoid turned to the party, inquiring furiously about their origins. Upon the mention that they had come on an expedition from a land called Coastfall, the creature seemingly snapped, letting out a ferocious roar before grabbing the head of one of his own men, and crushing it like a grape against the closest wall. The second bugbear lept upon Kulaf, injecting him with a strange substance which rendered him unconscious. Apologizing slightly, the bugbear then poceeded to drag both Kulaf and its now dead companion out of the tavern by the ankles.

After this unsettling turn of events, Gust appeared looking rather roughed up himself. Evidentally, Joz had not been the first stop on Kulaf’s list.

Deciding to investigate the information they had attained regarding goblin incursions into an old offshore area of Fisher’s way called the Sunken City, the party walked around the city wall in order to make their way unto the broken bridge. Through trial, many an error and the help of Mattimeo’s unseen servant, the band made their way to the other side of the bridges vast breaking point.

Now on the other side of the bridge, our heroes could spot ramshackle rowboats on the edge of the city, which is currently the highest spires which once soared high from the sunken island below the water. Making their way toward the rumored toll office near the end of the bridge, the players were confronted by another bugbear.

This time, however, something seemed very off. The shape shambled towards them, small electrical sparks playing across its form. Suddenly, the body tensed up, shook viciously, and fell to the ground in a crispy state. Standing where the body had just stood was a vaguely humanoid shape seemingly made out of pure lightning. After attempts to communicate had failed, the shape surged with power, striking the ground before the party before dissipating into thin air. Left behind was a message in primoridal: “The way out in inside. Help.”

Making their way to the tollhouse, the more perceptive members of the group noticed that the lock on the door had been smashed open, and the inside showed definite signs of disturbance. From a nearby table, a bugbear wielding a huge DIY’d morningstar pounced upon the players, along with four goblins who had hidden about the building. After a gruesome battle, which included Notsium turning into a FREAKING DIREWOLF and literally biting the face of the previously mentioned bugbear and eating one of the goblins(!), the party did not manage to keep their presence entirely unnoticed, with one goblin escaping into the night.

As darkness stared to fall, our heroes looted a map from the slain bugbear. The map itself, seemingly a handdrawn illustration of the immediate area, had only two markings upon it. One showed the way to the tollhouse in which they were currently standing. The other, located deeper within the city, was simply marked with single word. “Workshop”.

At this moment, surrounded by the smell of blood, guts and victory, the adventure continues.

Landing of the Requiescat
Arriving on Aesira

The vessel Requiescat, though somewhat divided, struck land upon the coast of Aesira, the lost continent that has been silent since the arrival of The Forlorn Few .

Awakening on the damaged ship with aching heads and in full gear, the party knew not the circumstances of their arrival. Investigating the scene they found signs of a scuffle, a severed monstrous arm covered in fishlike scales, but no signs of their four companions Ristvek, Nomrock, Tethys and Captain Jiro. Also, the Requiescat appeared to have been torn in half.

Making their way along the coast in the rain with the dark approaching, the band found themselves in the outer part of Fisher’s Way known as Shanties Town. Entering a local tap house called The Speared Stout the companions came to witness strange happenings indeed. No races known to them were present, and in their place the players came to know the lizardlike Skarra, the crowlike Kenku and the merpeople known as the Triton, along with a hooded figure sitting near the stage.
A scuffle was underway between an elderly Skarra called “Ol’ Rox” and another unnamed Skarra. Ending badly for the unnamed party, the tension rose to a new degree as a sinister figure known as Karadel the Vile entered the tavern, had his goblinoid minions collect the body, and payed the barkeep in bloodred gold pieces.

The following morning the barkeep, known by the name of “Joz”, hired the party to remedy his arrangement with this Karadel. The party visited two others in the town who had similar arrangements with the figure: Crick the healer and Gust, the proprietor of another local tavern named The Winter Wind.

While Crick seemed a kind old woman who did not mind her arrangement with Karadel, Gust mentioned that goblins have been seen entering the Sunken City, an abandoned part of Fisher’s Way, frequently in exchange for some information about the party. The band also got wind of a spectre of lightning killing people who venture there, as told by Split, the local woodworker.

The party set out toward Karadel’s tower, which was said to be growing larger in the forest of Lînn Woeld, following the tracks made by the cart used to transport the body until they vanished. When the peak of the tree-like tower was within view, the party crossed the path of a goblin scout group. After dispatching the lesser opponent, the lead goblin was interrogated for information concerning his master. He mentioned that his master takes the bodies into the depths of the tower, after which they are no longer seen. The goblin subsequently perished from its wounds, leaving a stench of blood in the air. A beastly sound, something between a bear and an owl, could be heard throughout the forest and the party decided against sticking around.

Making their way forth, our heroes came upon a clearing, in the middle of which stood the tower, seemingly fashioned in the form of a great obsidian tree. Encircling the tower was a makeshift wooden ringwall, some 20 feet, upon which stood goblin sentries. Unfortunately, when trying to gain entry the party revealed their presence, leading to the sounding of alarms and the hauling of asses in another direction.

The party, while able to give their would be captors the slip, now find themselves in Lînn Woeld without knowing the way out. Unable to make use of the sun as the dark approaches, they set up camp and divide the watch shifts. At dawn, on the 16th of Kiriel, the adventure continues.

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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