Legacy of Rot

Dawn of the Second Shard
On the path to Bythiel...

From the desk of the GM

Weather and Stillness follow our heroes as they travel toward another shard. But on their way, the King of Beasts, in form of a Ocarina playing Tiger-man steps into their path, seeking his ‘brother’.
Sidetracked by a wounded soldier, the party is delayed further from their goal, but soon regains ground as they approached the northern sea.
A familiar voice welcomes their approach as the whole town is lost to Dua Lema’s song (As well as most of the party), but still our Heroes procure a ship and passage with a strange payment in stow.
Waters churning, and a challenge delivered, Dua leaps into the jaws of the Titan of the seas, the Leviathan itself, Cannith following quick after, the fate of his mission hung on a thread thin chance of survival.
The carnage unleashed below the waters is matched only by the the driven warrior on deck of the ship, fighting with all his heart to return to his friend’s aid.
At last all is clam, both above and below the waves, nothing stirs at the ocean floor in the darkness and the cold as Sart’vith descends into the frey, finding only Dua, still locked in combat with a lingering shark.
On shore, our Heroes reconvene and set out to the Shard’s location, as well as their Rogue friend’s whereabouts. But both in turn find their paths strange and in one case, long winded. The wisdom of yet another Beast Kind freely bestowed upon them all as well as the inquiries of an interested Metallic Dragon. But once more the party is reunited and down into the waters they descend.
What awaits them within the walls of the Water Elves’ Temple? And where are the enemy whom always seemed one step ahead?
Meanwhile a Single star glimmers alone in the tainted twilight sky, shrouded by the crimson clouds, what sign could this single flicker signal?

The First Finding.
What's more important; the shard, or his wife?

From the GM:
THIS is the tale, thus far…..
Panic quickly turns to military order as the impact of the Dark Lords is felt for the first time in years, Nerull ascends to his ultimate dream, only to have to snatched away from him moments later. Aria’s pure light, once brilliant, now emanates a darkness unlike any evil,
Our heroes made to rethink their strategies and reconsider their allies.
As the lord of death is stolen, two dragons descend upon the city of the dead, one out of concern, the other from pursuit,
And in that time, a darkness approaches the radiant city of the sun.
Belmont was his name, a paladin of such darkness that Pelor’s holy light could not cut threw to the man’s heart for long, Belmont is the name that carries the weight of blood even still in the glimmering city. But what reason does the latest Belmont have to come seek the council of the sun god’s proxy?
Rekindled in their determination, our heroes set out to salvage the shard of darkness nearest them. A perilous climb, and a few mischosen words later, the doors swing wide and into the darkness they dive.
Within the tunnel, a guardian is crossed, hesitant to attack at first, it is reminded of its duty and lashes out. But pure ferocity outmatched the beast’s cunning in the darkness.
Now voices echo softly from farther into the dark, what awaits at the end of this passage? Who will reach the shard first? Will the enemy begin the final stage of their fiendish plan before the gods can be rescued? Will the Warforged ever take off his tophat?”

In secret, The Warforged has pledged his full allegiance to Lloren and Aria, and has explained to them his wishes to reconstruct the Warforged Army House Canneth was amassing so long ago. With rings emblazoned with a modified version of the house Crest, it has theorized that any door locked with the crest will now be opened to the party, and if so chosen, could be resealed with the new signet rings, thereby protected from prying thieves and looters afterward. With renewed purpose, The Warforged sets out in aide to the band, hoping against hope that corrupted power (and reputations) can be reclaimed for the greater good.

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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