The Great Divide

D&D 2.0
Tongue Twisters

The Shockabrahs starts their quest heading back from the clearing towards the caravan. Chanting was heard as they approached, "Voldir, Voldir, Voldir." The Shockabrahs notice a few cultists approaching through the woods, pointing towards the clearing where they were. The Shockabrahs approach, and they stand at a standstill. Cultists point, and they point back. The party then notice that they are being held up, that the cultists are burning their time. So Noah shatters them all out of existence.

They make their way back to the caravan, where they witness Axton cutting down the cultists. Axton flags them over, and gets them to assist. They dispatch waves and waves of the Cultists before hearing a war horn in the distance. Half the cultists flee, while the others slit their throats and immolate into pyres of black fire. A voice bellows out challenging the four who killed his sons to fight in the clearing or die where they stand.

As this happens, this ebony and purple clad knight approaches, which flail and crescent axe in hand. He stands at the edge of the caravan and asks the party, in one hour, where they would like to fight. Some time passes and they learn of Talon's humanity and honor. He will not attack, but he will kill them when the time is right. They utilize the hour to go through a short rest and fight him just outside of the caravan. Talon asks the party if they can move a little further so that the children did not have to see more bloodshed.

The battle ensues, and sadly Talon, my best creation ever, falls in combat. His head lopped off by the bard, Noah, in his fallen angel form. What a twist!

They then pack up for the night and head north, as Axton is freaking out. The party rests a little bit before noticing a tower in the distance. They prepare for the tower, and as they do Axton goes missing. Hammerhead tries talking to Callum about the boy with the missing tongue, but the citizens of the caravan overhear. They being to panic and freak out. Noah eventually calms them down, by being exceptionally condescending to them.

They pack up and head to the tower, Traelyorne approaches them and gives them another handful of potions. He then informs them that on the outside of the building it says in Orcish "GET OOT". Canadian Orcs.

The party embarks into the tower, kicking in the door and opening combat with a bang. They see a large pus-covered orc up agianst the wall and four others at a crude table. They open fire on the party. Noah hops in, narrowly missing a spike trap right off the bat. [SETTING THE TONE FOR THE TOWER] They kill many of the little orcs before pus-daddy comes in and explodes in their face, poisoning them for the duration of the combat. They narrowly dispatch the Orcs, and clear out the spike pit so that no one gets hurt.

Then Kraven motions the caravan to come inside, for which they do, and the party heads further up into the tower. The second floor is a room with oddly spaced and at different height flagstone tiles. A skeleton lies at the opposing end of the room on some of these tiles. A few moments pass, and after a few attempts at testing the tiles, Callum jumps across to the other end of the room, landing right near the skeleton.

The party tests each and every tile in this room, noticing that all the pressure plates set the bolt throwers off. Callum picks up the skeleton and steps on the tile, the bolts dont go off. After further testing, Callum heads back, grabs Noah and carries the skeleton with him. They end up opening the door, only to see a lever sitting there in a neutral position. Kraven and Hammerhead follow suit. They ignore the lever all together and head to the next floor.

On the third floor, they try to open the large iron door, which falls off its hinges and makes a ruckus. Axton, locked in a jail cell across from them, tells them to be quiet because the jailers are nearby. He tells them to open up the control room and let him out. As they explore the cells, they meet an Orog, who is definitely not trustworthy. The Orog talks about how he is in jail because he only killed 22 and not 24. Kraven heads further down and examines the three remaining cells. One has a skeleton killed with a dagger, another has skeletons floor to ceiling packed to the brim, and the last one seems completely empty aside from the writing on the walls.

Hammer heads into the control room, to experience (keyword), two of the pus orcs going at it. Noah explodes them in a vile violent disgusting art all over Hammer, who staves off most of the blow. They open the cells, only to experience the Orog getting up and prompting combat. They go full bore against each other and Callum drops in the fight, taking a great axe twice to the chest. They dispatch the Orog with Axton, and Axton returns to the people downstairs.

Kraven inspects the dagger, only to find that the man was murdered for something. Hammer, inspecting the cell beside him, hears about a polished stone that the murdered cell mate may have had. Hammer heads back, and discovers the stone. They venture forward through the contesting cell and see a long sword covered in mold against the wall.

Callum approached the longsword, and drops to the ground, frozen. Hammer pulls him out, then attempts to get the sword, also freezing and almost dying. Kraven then attempts to cut the mold, and also drops. Lastly, Noah freezes the sword and it slinks to the ground. Their first magic weapon.

+1 LONGSWORD

They head up another flight of stairs to the fourth floor. "Be careful & be mindful of others, mind your manners." The warning written on the door before them. They head into the room to encounter thirteen arcane braziers that illuminated and made noise when they were touched. Another warning stood upon the door heading higher up. "Be respectful for those sleeping and you will become the light."

Kraven and Hammerhead played a beautiful rendition of All-Star, yet the door did not open. It closed more actually. Callum stood there for a moment before he just tried the door, and they ventured higher up.

They head to the fifth room, where they encountered all sorts of traps. Guillotines, flamethrowers, oil pits, pitfalls. All of which stood no match for the Shockabrahs. Hammer ventured forth first, jumping past the pressure plates, and finding  a pitfall that head underneath the ground. He followed it, to find it came up on the other side of the wall. A few minutes past and the party followed him. As they all crawled through the underground path, they found it was filling with oil. They panicked, hearing the clicking of flint and tinder and just lost it. Hoping out of the oil they stood in a hallway. Callum, looking to the distance, saw a flame flickering in the wall opposed to them, and head further  towards a dead end. Hammer found a hatch with water that looked like oil, and Callum dove into it, just water. They emerged on the other end, looking to the door that head higher. As the party emerged from the trap door, Callum opened the door heading upstairs, setting off a dart trap.

Noah narrowly dodged the bolt, while Hammer took it to the back of the neck, before collapsing from exhaustion for ten minutes. They head up another floor, carrying Hammer with them. 

Upon opening the door, they found arcane scrawling all across the room and this angered Elven mage in the Centre of the room. He turned to the party to cast a spell but it fizzled out. He then snapped his wrist and Electrical wings sprouted from his back. He looked oddly a lot like Gorre, the old man from the caravan. He yelled out to the party "YOU WORK FOR THEM DON'T YOU."

Gorre and the party fight in an epic sense, Callum takes the first thunder punch, getting knocked off his feet. The party begin pelting Gorre with multiple arrows, but it seems like its barely working. Kraven rushes him with his new longsword, slicing and dicing, cutting Gorre to bits, before Gorre lands a punch sending Kraven flying unconscious into the wall. Noah, seeing this, sent whispers into Gorres mind, driving him mad and killing him all together.

They loot his corpse taking his cloak, some chalk, a polished purple longsword, and a brooch. They then find a riddle blocking this floor. Hammer, solves the cypher and they head up to the top of the tower.

At the top of the tower is a partially drawn sigil and a doorway heading over the great divide. Noah completes the sigil and towers begin to rise out of the Great Divide Swamp. As this happens a familiar voice echoes behind them.

He introduces himself as Weiss Lothander, who has been trapped here for about a century. "WHAT?" the party thinks, "WEISS IS DOWNSTAIRS THEY THOUGHT."

Weiss informs them off a few things:

  1. The Greenshields are an order of Paladins (Order of the Ancients) who are obliged to guard the towers (Seals) to keep Voldir in check.
  2. Axton is his real father, but his father has been dead for quite some time.
  3. There is no caravan below them, they must've left as they were in the tower.
  4. The moon is almost full, and Weiss thinks that the caravan is actually for sacrificing them to the mouth of Voldir.
  5. Gorre was a circle mage and one of the first people who sealed this place.
  6. The Talons are honor knights who are dispatched by the Greenshields on contracts and assignments to kill. They mean no harm other than to their contracts.
  7. The Blackhearts are the cultists that are doing this.
  8. That he suspects Voldir is coming back full force.
  9. That this was a good plot arc, because Caravans are stoopid lets save the world guys!
View
D&D 1.0

Our party all meet up in the fields north of Nafora. They meet up with the caravan they've been instructed to escort. Axton Lothander, the chief of the village, approachs them, greets them and tells them they shoudl get a move on. Through the first day everything seems relatively fine, the party keep to themselves and take it upon themselves to view this mission with upmost professionalism. After a few hours, a group of bandits approach from the distance, asking for their gold, and the party quickly dispatch them.

They travel forth for a few more hours before making camp for the evening. Axton speaks to Noah and Calum about a nightmare that has been haunting him for quite some time. Noah spots an elderly elf listening in on their conversation, and approaches him asking him what he's doing listening. After hours of interrogation, they find out that the symbol around Gorre's neck was that of the same vision Axton was seeing. The party then embarks forward, finding a few killed merchants on the side of the road.

They follow forward, looking to see what may have happened to the merchants, spotting tracks along the path. Kobold tracks lead further towards a cave amongst the tree line, and they follow forth into it. As they make their way into the cave, they find themselves set upon by some Kobold. They quickly dispatch the first wave of kobold and press into the next room. More kobold group together, and with finely weaved arcane action, Noah turns them into powder in less than 12 seconds. They press forward to the final room, where Noah's magic is matched by a Kobold Sorcerer, who takes out Calum almost immediately.  They party struggle, but complete the task and press forth. 

Noah takes a moment and looks around the room, finding jewels embedded into the wall, from which he pries them out. The earth begins to shake and quake, and he hurriedly tries to place them back. After the quake stops, he takes the jewels back with him. Hammerhead finds himself a shiny blue cloak, and Kraven finds himself a sack of gold, which he keeps for himself.

They head back to the caravan for a few moments. A woman from the caravan heads over to the party, informing her of her son being missing. Not too long passes before hearing Weiss freak out about dragons in the distance. The party reluctantly agree to go and take the dragons on before they can do any harm to the caravan. They slowly start to suspect Weiss of some foul play.

They head into the clearing, and find themselves looking at the child who was missing from the caravan. They ask the boy to speak but he refuses to. Hammerhead approaches, and opens the mouth of the boy, which prompts the boy to perish, black blood flows forth from his mouth and eyes, and his tongue is missing. Dual Black Dragons fade in from the mist, and the party starts the fight deafened. They dispatch the dragons quickly before noticing the boy propped up on the stump.

After a short interaction with whomever was possessing the corpse of the boy, they are informed that the 28 remaining people are all targets of his. The voice disappears and the party hears chanting moving towards the caravan. Voldir. Voldir. Voldir.

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.