Rise of the Forgotten Kings

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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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

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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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