Rise of the Forgotten Kings

Session 6
The Kingsley Tribe

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Having defeated the ambushing group of hobgoblins, the group travels to the hobgoblins’ lair, intent on finding the frost goblins and discovering how they had breached the wall. After sneaking into the mine, Rayne and Slink rescue a beaten and tortured wolf, which seems to form an immediate bond with Rayne. Along with the aptly named Wolf, the gang ventures further into the mine…

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Session 5
25 Years

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Chaos explodes in the center of Gelid City as the adventurers hop aboard a wagon in a high-speed escape. Although they are beset by clockwork horse-riding guards, a shape-shifting vermin mage, and an imminently closing gate, our heroes prevail, due in no small part to the heroic efforts of their new friend, Quinn, a mysterious sorcerer of the Everymen Brotherhood.

After their daring escape through the city, the group met up with the Everymen Brotherhood and, after a brief standoff (due mostly to Rayne’s mistrust), the group agrees to be blindfolded and led to their campsite.

Much to the group’s surprise, the leader of the Everymen Brotherhood turns out to be none other than Archibald, former High Mage and Hand to King Reginald. He informs them of the state of Tarragonia:

-Lord Dracarys (the being that the group released 25 yrs ago) is actually a demi-god; the son of Tiamat, the evil she-dragon goddess of death and destruction

-With the birth of Dracarys, evil magic has been released into the world, creating magical beasts and thinning the barrier between the material planes and the alternate ones.

-Dracarys has seized control of the Human Kingdom and has turned the national religion into a cult of Tiamat, in which the priests and clerics gain minor draconic abilities and even believe they may become dragons

-Dracarys hatched the five evil dragon eggs 25 yrs ago, and due to the power of his evil magic, the dragons have had accelerated growth, nearing adulthood in this short stretch of time

-The Halfling Race, being the most diplomatic and likely to combine the other races’ forces against the Human Kingdom, has been wiped out, and their home in the eastern plains is now believed to be haunted and home to the Undead

-Lord Dracarys, as the King’s Hand, usually acts through his “Fingers” (specialized thieves, soldiers, mages, and psychopaths of unique ability) and his dragon shamans

-The Major Church of Heironious, base of the Paladin Order, has been destroyed, along with the last of the Paladins. This includes Itto’s father, though his brother is rumored to be alive. In its place, the Church of Hextor now reigns in the Northeastern mountains

-The five remaining good dragon eggs must be found and gathered together. As Dracarys has been seemingly unable to destroy them, Archibald believes they can drain him of his god-like powers. Each egg is in one of the different kingdoms and guarded by one of the five evil dragons.

After a night of debauchery, romance, and shovels (Rayne tries to kill Itto (again) with a shovel before getting smooched by Slink), the group awakens to an emergency tactical meeting with the Everymen.

Apparently a group of Frost Goblins has managed to make its way south past the Wall and is now seeking an alliance with a nearby Hobgoblin tribe. Archibald believes that if this alliance is formed, it could mean a breach on the Wall and major problems for the Kingdom. After a debate between traveling to Draken’s Point and the Half-Orc Kingdom versus stopping the Goblin alliance, the gang agrees to find the Goblins, but with stealth and guile, rather than brute force.

On the path to the Metal Mines, the group comes across hanged Everymen and when Slink tries to loot the dead (rather than cutting them down for a proper burial), the group is surrounded by a band of hobgoblins and a larger ugly humanoid monster that rushes towards them…

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Session 4
End of an Era

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Faced against the mysterious dragon-featured being that rose from the cauldron, the adventurers can only stare in horror as a huge fireball comes hurtling towards them. Upon discovering that his fire somehow cannot harm the group, however, the man instead begins to ask the gang about where he is and who rules the lands. When he receives no answer, he reads the groups’ minds, uncovering King Reginald’s name and location, flying off, but not before causing the temple to crumble.

When the group attempts to escape, they find the magic of the temple has been heightened and the once-dead dragon skeleton animates and blocks their way. While Itto Lightbringer valiantly holds the skeleton off, the rest of the gang is able to dig their way out of the temple and escape.

Once back in the Human Capitol Gelid City, the group has an exciting debate about whether or not they should nap for a while! Finally deciding against it, Slink Featherfoot and Rayne go ahead to scout out the castle amongst all the death, fire, and destruction they found the city in.

Inside the castle, Slink and Rayne are joined by Itto and Jil, just in time to see the Dragon Man rip King Reginald‘s heart out. The King’s last words are: “Be good, my friends.” Though Slink then attempts to distract the Dragon Man from his goal of finding “the eggs”, he is not to be distracted, and engages in a mage’s duel with High Mage and King’s Hand, Archibald. The battle rages on, while the group watched.

Eventually, Archibald is able to trap the Dragon Man for a moment and uses that opportunity to hand the group a magic scroll that would transport them back 25 hours into the past. Right before it activates, however, the Dragon Man breaks free of his binding and touches the scroll, filling it with dark magic.

It instead transports the group 25 years into a dismal future! Coming across a public hanging, it is revealed that the Dragon Man, now in human disguise, is the current King’s Hand and Prince Rhegar is the new king. Not only that, but the group has been wanted for King Reginald’s murder for 25 years!

Slink then attempts a daring rescue of some of the doomed prisoners. Though he fails, he is able to distract the city’s attention long enough for the Everymen (a group of rebels that resist King Rhegar’s rule) to enact their rescue mission.

Joining up with a super cool-looking rebel badass named Quinn, the gang prepares to escape, as they see one of the King’s Hand’s men from the balcony dissemble himself into a swarm of insects and fly down towards them…

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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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Session 3
The Sixth Door

Jil_and_Rayne_arrive.jpgJoined by two new friends, Jilqwyn Elerdhen, the cleric of Ehlonna, and Rayne the ranger, the gang defeats Mad Moodeey and his zombies. His last words are: “My lord will save me. I’ll be back.” On his body is found the note, “Moodeey: Wait for me in Towne and secure the temple. I will be along shortly. – R.G.”

Inside the Green Dragon room, the group faces off against apes, monkeys, and flying poop in a massive tree, just barely managing to escape with the key and some healing bananas.

Inside the White Dragon room, they find a hurt white wolf, a naturally evil wolf the size of a horse. Upon healing him, they are told a bit about the temple and how to recover the white key carefully.

With all five keys in tow, the group opens the sixth and final door and heads down the steep steps into darkness…

A room with a large three-headed stone dragon busting out of the wall greets them, along with a 15-foot tall black marble cauldron. When urged to read aloud the words (“Speak these words aloud and power of the Ancient shall be endowed”) in the sought-after Tome of Dragoon atop the room’s pedestal, lava begins pouring out of the dragon’s mouths into the cauldron. There is a bright flash, and the book’s magic lifts Nilo into the air. He then erupts into flame and falls away to ash as he takes a last look at his friends. His screams echo in the temple. Distraught by his master’s demise, the sorcerer’s familiar (the white snow owl aptly named Snowl) flies to Slink’s shoulder and makes it his new home.

No sooner had Nilo turned to ash than a humanoid figure lifts himself from the lip of the cauldron. A naked, handsome, fair-skinned man with red hair, scales, claws, wings, and slitted snake eyes faces the team. He whispers a word, and a spark flies from his forked tongue. Turning faster and faster, the flame expands into a huge fireball. With a word and a smile, he hurls it towards the group…

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Session 2
The Temple Dragoon

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Upon entering the Temple Dragoon, the group begins on the Dragon Riddle rooms.

Inside the Black Dragon room, the group encounters a massive acid lake with a gelatinous creature living within it. Barely managing to escape with the key and their lives, the three return to land to find Mad Moodeey (who had been tied up) nowhere to be found.

Inside the Blue Dragon room, the three find a tiled floor with letters from the Draconic language. Upon spelling “”/characters/tiamet" class=“wiki-content-link”>Tiamat", Slink is able to deactivate the electric floor and obtain the Blue Dragon key.

Inside the Red Dragon room, massive riches await the team. The key is found high atop a mountain of gold, amidst humanoid and kobold skeletons. Upon taking the key, the fire from the room’s torches inhabit skeletons that attack the group. While Nilo keeps them at bay with his icy prowess, the group is able to escape with their third key.

Upon exiting the third room, they finds themselves once more face-to-face with Mad Moodeey, who demands the dragon keys. When the three refuse, he cuts his arm and casts a spell, revealing himself as a blood magic practitioner. As they rush towards Moodeey, they find themselves surrounded by the newly-risen animated corpses of the lost dwarven digging team…

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Session 1
A King's Request

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Three heroes, Slink the Gnome, Itto Darkseer, and Nilochan, the half elf sorcerer, are summoned to Castle Gelid in the Human Kingdom of Frozone by their friend King Reginald.

The King, along with his Hand, the High Mage Archibald, explain that a Dragon worshiping temple has been discovered by a dwarven digging team and a tome, The Tome of Dragoon, must be recovered from it.

The three adventurers agree to work together and, after interviewing the last surviving member of the team, set off for the temple.

Along the way, however, Slink unwittingly triggers a kobold ambush.

After defeating the curiously brave group of kobolds, the group decides better of entering the temple right away and instead visits the nearby town of Towne, to ask around about the temple.

In the Towne, the group isdirected to Mad Moodeey, a local oddball. While the man seems to oppose the group at first (testing Itto’s paladin beliefs), he is persuaded to be a guide for the temple, in exchange for them paying off his bar tab.

Led by Mad Moodeey, the group infiltrates the Temple Dragoon and finds a large circular room, complete with five doors, each with a different-colored dragon statue above, and a 6th door, with five keyholes. Each door has a riddle above written in Draconic, the language of Dragons…

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