The Darkest Adventure

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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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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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The Story So Far

We found ourselves in the deepest dark with two hell gods fighting. Our dwarven allies tried to hold them at bay, but the power of the gods was too much. Torvalds, our mechanized ally, instructed us to work the Orderer to make everything right.

The Orderer vaporized Jaragorn, which means it was working as intended.

Gabriel climbed the back of a hell god and stabbed it in the ass cheek. Enough said.

The orderer activated and we found ourselves enslaved in a Drow prison. In it were a sentient fish, sentient toadstool, an orc, a drow, two under gnomes, Eledriel who took an arrow to the knee.

We had all spent varying amounts of time in the drow dungeon doing random, disgusting chores for our pitiless overlords. On the way back from their chores, Gabriel and Sayiel seized upon an opportunity that presented itself. As they were being marched back from stone moving, Gabriel and Sayiel’s escorts were attacked by flying lizards beasts who devoured the evil drow. Seizing upon the moment, Gabriel and Sayiel race to their filthy cell to release their captive comrades and try to escape this nightmare of slavery and torment.

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Webs and Water

Seizing upon the opportunity provided by the ambush of the Drow, Gaberiel and Sayiel raced to the holding cell and freed their fellow captives. As the group made their way back towards the bridge they found that their Drow oppressors were no more; the flying beasts had made short work of them. Realizing that they did not have much time on their hands before more guards were summoned, the group crossed the bridge and into the room that held their gear.

Each of the group rearmed themselves with their original gear and added some additional weapons and equipment to their arsenals. They were outnumbered and deep in a Drow dungeon, so they were preparing for a fight.

The group discussed how they were going to get out of this perilous situation. The idea of fighting through the Drow was discussed but soon dismissed as they realized they did not know how many of the heathens there were lurking in the shadows. As they walked out onto another bridge, they could hear the sound of running water below and an idea began to take shape. All water flowed somewhere, and this water may lead to their escape,

The group decided that their best chance of escape was to enter the water below and follow it out. All that stood between them and the murky drink below was the giant spider webs and the beasts that spun them. Faced with the prospect of fighting the Drow and being recaptured, the group decided to take their chances with the eight legged monsters.

While gathering their courage for the leap of faith, Jaragorn looked off into the distance and his blood ran cold. There in the distance stood the apprentice to the Drow priestess watching them with cold eyes. Jaragorn’s heart sank as he realized that at any moment she would sound the alarm and they would be overrun. Steeling himself, he gripped his bow firm and prepared to use it against the eventual rush of guards.

But reinforcements did not come. With a smile that dripped poison and the promise of future malice, the apprentice looked the group over once more and then turned away. For a moment, Jaragorn was confused at what just happened but he did not have time to dwell on it as the group was ready to jump. He turned away and reported the strange sight he saw to the group but the importance of it was lost in the hurry to jump.

With a deep breath, each member of the group jumped over the sides of the bridge and into the webs below. Some landed on sure footing and were on their feet quickly, whiles others became ensnared in the sticky webbing. The shared experience of slavery had formed bonds between some members of the group, and while certain members quickly jumped from the webs to the waters below, others stayed behind to help those who were stuck. Those that stayed behind on the web knew that even though freedom was a mere drop below they were still in great danger.

As the group struggled to help those who were stuck in the webs, the monsters who had spun them felt the vibrations through the webbing and soon emerged to see what they had caught.

The spiders were gigantic, large ugly beasts with fur covered legs and bodies, with a sticky substance oozing from their fangs. These beasts had been denied food for a long time, and the ravages of hunger caused them to spring forward in hopes of devouring those still on the webs.

A fierce battle soon began, between the three giant spiders on the web, desperate with hunger, and those of the group who still remained behind. Jaragorn became ensnared by one of the beasts and struggled to break free, while Topsy was also immobilized by another. Moving swiftly to Jaragorn’s aide, Gabriel engaged the beast and began to hack at it with his sword. From below, Sayiel and the halfling hurled magic and arrows at the spiders, injuring them.

While the group put up a valiant fight, the spiders would not be so easily beaten. A giant spider managed to sink its huge fangs into Jaragon, gravely injuring him while another managed to cause a near mortal wound on Eldeth. After dispatching his spider, Gabriel swiftly moved to Eldeth and stabilize her before she slipped away forever.

With the spiders killed the rest of the group jumped into the waters below. Thankfully, there was shore close by and they all moved up onto it. Shuushar suggested that the group make way for his village which may be close by. With little options to choose from, the group agreed to make way to his village and entered a nearby cave system, glad to be putting the Drow dungeon behind them.

After walking for a few hours through the cave system, the group encountered an eerie green light softly glowing from a chamber up ahead. While discussing how they should enter this chamber, Sayiel, in a fit of impatience, rushed into the chamber. Upon entering the chamber, Sayiel caught a quick glimpse of various mushrooms before one exploded a cloud of spores in his face. The world spun around him, and Sayiel drifted away into unconsciousness.

The group found Sayiel and managed to rouse him. Sayiel reported a strange vision, where he was a beholder being chased by a Drow and his tracking beast. Just as he thought he managed to evade them, the Drow turned and spotted him, cornering him in this very chamber, then nothing…..

Exhausted, the group decided that this was the best place to rest for the time being. Watch shifts were assigned, and then the group slowly drifted into sleep. While exhaustion was pulling at them relentlessly, their minds refused to let them truly settle as they knew the Drow were looking for them and they did not take kindly to their slaves escaping.

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Friends in Low Places

The group woke from their fitful sleep in the mushroom cave and gradually began to assemble themselves. As they rose and stretched, distant memories began to resurface and forgotten knowledge was remembered. The feel of their equipment in their hands again helped bring dormant skills to the surface and some began to swing their weapons with renewed confidence. Sayiel, Gabriel, Ian, and Jaragorn found that they remembered some of the old training that had been displaced by memories of their cruel time in the Drow dungeon. Knowledge and experience washed over them the more they quickly practiced with their weapons and soon they found themselves more competent with their gear than the day before.

As the group made ready to leave, the Orc began to voice is displeasure over the slow speed of some of the members of the group. Ront wanted to leave Stool behind and get as far away from the Drow as possible. This was not a well received decision and Sayiel had to use his fae magic to convince Ront that no one should be left behind. Ront appeared to agree put the comments but many on edge; what would the Orc do given the opportunity?

After the exchange, Eldeth approached Syaiel, Gabriel, Ian and Jaragorn looking to break words with them. Eldeth explained that the axe she carried was of great importance to her clan and that it had to return to them; regardless if it was in her hands or not. She looked at the four adventures and asked for their promise that if she were to fall, they would see her axe safely back to her clan.

Even though they had only known each other a short while, a familiar bond had formed between Gabriel and Eldeth. In another lifetime, Gabriel had been a Captain in an army and knew the importance of oaths and honor. Gabriel agreed to honor Eldeth’s request and sealed his word with a warrior’s handshake with the dwarf.

The group headed out yet again in the tunnels in the dark below and encountered only silence and stillness in their trek. Food and water were found along the way thanks to the talents of the deep gnomes and eventually the group found another side cave that they could spend the night in. Watch shifts were assigned and the group bedded down for the night.

Unlike the previous night, this one did not go smoothly. Eldeth woke from sleep naturally, confused at first as to why Topsy and Turvey had not come to get her for her watch. As she looked around, she saw that Topsy and Turvey were nowhere to be found. In the morning, the group discovered that the two deep gnomes had taken half of the food rations and left without a word. There was no malice felt by the group, only a sense of disappointment. The two gnomes had been skittish the entire time during their escape and had not integrated well with the group. The fact that they chose to slip away was not surprising.

The group continued on until they came to a fork in the tunnel network. Ian moved ahead and ventured to the right while the group stayed behind. In a small room he discussed a thick, viscous substance dripping from the wall. Quickly the substance collected into a large pool on the ground and then lunged forward towards the halfling. Ian was able to quickly retreat to the group where Jaragorn’s arrows made short work of the ooze before it could harm the group.

Realizing that the right path was a dead end, Ian and Jaragorn moved down the left passage, with heightened caution. They soon entered another large room with crumbling bits of buildings dotting the area, where a second pile of ooze was encountered and quickly dispatched. Outside of the ooze, there was nothing else in the room so the group moved forward into another room where they encountered a strange sight.

There, suspended in mid air was a twisted,contorted lifeless Drow. The group was not sure what they were seeing until an innocent, almost child like voice spoke to them. The group froze and looked at the lifeless Drow, not believing he was the one who spoke.

They were right.

As they looked closer they realized that the Drow was encased in a gelatinous cube of some sort. The group became tense and gripped their weapons tightly as they realized the extent of the monster before them. Before they could act any further, the child like voice spoke again, a sense of awe in its voice.

The group quickly realized that it was the cube itself that was speaking and it was named Glabbagool. The cube seemed to be awed by its surroundings; not entirely sure of how it got there and why a dead Drow was inside it. The group questioned it further while remaining vigilant, but the more the cub spoke, the more it became apparent that it was more curious then aggressive.

Ront was not impressed though. The orc was not happy with talking to the threat and wanted to kill it. Before he could act though, Gabriel strongly encouraged the Orc to stand down, and with great reluctance, the Orc did.

During this, Sayiel reached out with his powers of Arcane, trying to get a sense of what gifted this cube with sentience. All around him, Sayiel could feel pockets of magic, as if the walls between the mortal and mystical plane had been torn open. Magic had bled into this area and bestowed the cube with sentience.

Glabbagool continued to talk with the group and expelled the Drow at their request. Ian asked Glabbagool if it knew the way out of the caves and it said it did not. The group decided to exit the cave Glabbagool’s cave via a opening behind the cube, graciously offering point to it.The cube began to move towards the entrance and the group cautiously followed their new companion, not sure if it was friend or foe, or if this child like innocence knew just how dangerous it was.

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Against the Flow

As Glabbagool lead the way, the group of adventurers warily walked down the narrow pathway ahead while keeping a close eye on their new gelatinous companion. As they rounded a corner they were suddenly attacked by another pile of grey ooze that rounded the corner. Like those that came before, the ooze was quickly dispatched and its remnants were splashed across the cave wall.

After much walking the group came across three distinct tunnels entrances. Cautiously, the halfling crept down each of the tunnels to investigate what was in each. Thanks to his keen eyes, Ian was able to spot suspicious looking tiles on the floor that no doubt were traps in disguise. When he emerged on the other side, Ian found that all three tunnels lead to single room with a fountain. After surveying the scene, Ian returned to the group and reported on what he saw. It was agreed that those who were able to jump over the trapped floor tiles would venture down to the fountain room to investigate. Armed with this knowledge members of the the group ventured down into a tunnel while avoiding the trapped tile.

Or so they thought.

As Sayiel jumped the tile he landed just short of safety and his back foot crashed into the trapped tile. The tile crumbled instantly and as Sayiel regained his footing on solid ground, a huge black pulsating mass of goo shot forth from the hole in the floor, clinging to the ceiling and surrounding walls.

Sayiel shouted a warning to the group and tried to put as much distance between himself and black ooze as possible. The sickly black mass had now completely emerged from the trap and was beginning to slide down the hallway towards the group.

Gabriel moved to confront the mass and bare its advance down the halls while Jaragorn rained arrows on it from afar. Sayiel turned and began hurling bolts of eldritch energy at monstrosity when Ian turned the corner and saw the horror they were facing. The halfing had a look of shock on his face when he recognized the black goo as no ordinary pile of ooze; it was a black pudding!

While the group continued to fight the black pudding on one side of the broken floor tile, Gront appeared at the opposite end and witnessed the fierce fight that had broken out. Rage and frustration had been building in the Orc over the past while and this was the chance to let loose his fury on a valid target. With a roar, the Orc jumped the tile and began attacking the pudding. In short order, the group managed to best the black pudding leaving little evidence in the area that it had ever existed.

The group then moved on to the fountain room and saw a strange sight: there in the middle of a room stood a fountain with a destroyed statue perched on top of it. Where the once stood a majestic statue now only clawed feet remained. As the group surveyed the room, they found three grey oozes suspended in the air like pillars all in the corner of the room. Sayiel reached out with his mind and detected traces of magic in the air similar to the ruptures they had encountered earlier in the caves.

The group searched the room and Gabriel found a pile of treasure in the room that consisted of a healing potion, gold pieces, oil, and a dagger which he generously shared with this comrades.

After the loot was distributed the group searched the fountain room and found nothing of interest outside of the suspended oozes so they backtracked to another side room. There again was an empty space, but there in the ceiling was a small crack with water rushing down from it. As the group gazed at this waterfall they realized that the cave system was beginning to fill with water and that time was not on their side.

Discussions were had on how to get out of this cave system and it was decided that the suspended oozes may hold the secret to their escape so members of the group returned to the fountain room. The stasis was interrupted and the oozes were slain but nothing happened. Finally the decision was made to try a last ditch effort as the water was steadily rising.

The group returned to the waterfall room and prepared themselves. Sayiel hurled bolts of magic at the rocks above, splintering and fracturing them from the ceiling. As the rocks fell from above, more water rushed in but the group would not be deterred. Sayiel continued his barrage and the hole widened and the water rushed in with thunderous force. Fortunately, Jaragorn had the foresight to recommend that everyone hold onto a rope so that they would not get separated when the water poured in. The idea proved to be sound as the group was able to swim against the current and into the room above but not everyone was lucky. Without a sound, Glabbagol was swept away by the water.

The group emerged in the room above and exited the water. Exhausted, they bedded down for the night and tried to recover their spent strength.

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Don't Feed the Wildlife

Once again the group woke in the dark below and wearily got to their feet. They trudged on through the caves hoping that at some point they would escape the underdark.

As Gabriel rounded a corner the wall next to him appeared to come to life and large tentacles suddenly whipped towards him. Blocking the first swiping tentacle, Gabriel saw that it was not the wall that had come to life, instead it was a rocktopus that was hungry for a meal. With a warcry the group engaged the rocktopus and quickly slaughtered the beast taking only a few bruises and scraps from the fight.

After finishing scraping bits of rocktopus from their weapons the group continued their trek through the cave system all the while casting a weary eye on the walls. It was not long before a noxious smell began to permeate the area and more than one stomach began to turn at the stench.

Ian rounded a corner and saw the source of a smell: pools or gurgling, putrid slime had concentrated in an area and the gas it gave off was almost overpowering. Ian was about to turn and leave when he spied a treasure chest in the middle of the slime pools. No respectful adventurer can resist treasure so the halfling cautiously approached the treasure chest and inspected it. The chest appeared to be normal with no obvious traps so Ian opened it slowly hoping to get a glimpse of the treasure inside.

Without warning, tentacles shot out of the treasure chest and latched onto the halfing. This was not a treasure chest but a mimic! Ian let loose a cry that caused the rest of the group to quickly run to his aid trying not to be overcome by the noxious fumes.

It took the combined might of the group but they managed to remove the mimic from Ian and slay it. With no treasure to be found the group once again slowly trudged on until they came to another cave that looked like a suitable place to rest for the night. The group once again bedded down for the night and tried to rest.

Unlike past nights, this night proved to be eventful. Jaragorn was on watch when he noticed a faint glow coming down the cave system from the direction the group had come. Waking some members of the group with a shout, Jaragorn readied his arrows and watched as the light sources came into view.

Twelve fire beetles marched down the tunnel towards the group, seemingly oblivious to their presence. Taking no chances, Jaragorn fired an arrow into a beetle which pierced its carapace, dispatching the skittering beast. Gabriel was on his feet and stood in the doorway to the group’s cave and became the wall that the fire beetles would not pass. Sayiel used his magic to put a handful of the beetles to sleep out in the hall while the rest tried to get into the cave at the adventures.

The beetles proved to be no match for our intrepid adventurers as they were all quickly slain with little effort. After the brief fight the group returned to slumber and awoke in the morning different than the night before.

Once again, a sense of renewed confidence began to fill the weary limbs of the adventurers as old forgotten skills came slowly back to them. Fighting techniques were remembered, skills relearned, and the incantations for powerful spells were spoken with more confidence. The adventurers were getting stronger with each passing day and the underdark would not be able to hold them for much longer.

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Of Fish and Friends

After vanquishing the herd of fire beetles, the adventures set off down the winding tunnel once again seeking an escape from the Underdark. Two days of uneventful travel passed before they found the tunnel opening onto what appeared to be a beach that gently sloped into an underground lake. The group was cautious and fanned out from the mouth of the tunnel and checked the immediate area for danger but found none.

After securing the area, Shuushar exclaimed that he was familiar with this lake and that the group was only one days travel from his home. The adventurers agreed to get some rest first before heading out again so they moved back into the tunnel so that they were not exposed in the open while they rested. Gabriel and Jaragorn took first watch and hoped for an uneventful night but it was not to be.

Shortly after bedding down, Gabriel and Jaragorn heard the sound of something moving on the water but could not make out what it was due to the darkness. Quickly, the two sentries woke the rest of the group and asked Shuushar to use his dark vision to see out onto the lake.

ShuShar stepped out onto the beach and was greeted with an incredible sight. A handful of boats were beaching themselves and out stepped other Kuo-Toa similar to Shuushar, eight in total. Shuushar’s mood quickly became jubilant at the site of his kin and he happily waved to them thinking salvation had found them.

It had not.

One of the Kuo-Toa stepped from the pack and was clearly the leader. The leader of the newly landed Kuo-Toa viciously fish slapped Shuushar across the face, without a word. ShuShar was spun around on the spot and crumpled into a senseless heap on the beach.

During all of this, the rest of the adventurers had watched the newly arrived Kuo-Toa wearily and as soon as ShuShar was felled they sprang into action. Even though it was dark, the adventurers charged from the tunnel entrance to help their friend.

A vicious melee broke out between the Kuo-Toa and the adventurers. The Kuo-Toa soon made their intentions clear: they were not interested in slaughter but instead wanted to take everyone captive as they threw large, heavy nets at the adventurers.

Those of the group that had closed the distance to fight with sword and axe soon quickly found themselves restrained in the large, heavy nets; unable to move or fight. The ranged adventurers tried as best they could to strike from afar but the smothering darkness made it difficult to pick a target.

Seeing the disadvantage poised to his comrades by the darkness, Sayiel muttered an ancient incantation and soon the whole area was bathed in an eldritch light that illuminated all the Kuo-Toa and their captives. With renewed purpose, the ranged adventurers began to pick their targets and rain steel and sorcery on them.

Those that were restrained tried to free themselves from the nets but it was difficult. Gabriel managed to cut through a portion of his net and partially escape but enough of it still clung to his armor to impede his movement. Seeing his prize about to escape, the leader of the Kuo-Toa leaped onto Gabriel and tackled him to the ground.

Soon it became obvious that the tide of the battle had turned to the favour of the Kuo-Toa, as those adventurers restrained in the nets were dragged towards their waiting boats and an unspeakable fate. Ian Cognito had been a blur of shadow and steel through the melee but one of the Kuo-toa managed to single him out and throw a spear at him, viciously wounding the halfling. Jaragorn saw Gabriel’s plight and fired an arrow at the Kuo-Toa leader just as Gabriel threw him clear. The arrow struck the leader in the shoulder and enraged him. With fury in his eye, the Kuo-Toa leader vented his rage on Gabriel, biting and striking him while he was still restrained in the shreds of the net. Helpless, Gabriel was struck down by the leader and lay still on the ground, bleeding from multiple wounds.

Just as all seemed lost, a second group of Kuo-Toa joined the fight and began to strike at the would be captors. The adventurers did not know what to make of these new fighters: were they friend of foe? As if sensing this was when he was needed most, Stool waddled out from the tunnel entrance and blanketed the area with this spores, imparting the gift of understanding amongst everyone.

This new group of Kuo-Toa were indeed friends and lead by Ploopploopeen the arch priest and they were indeed there to help the adventurers. With this new help, the adventurers managed to free themselves from the nets and strike down their original Kuo-Toa would be captors.

As the battle raged on Sayiel saw Gabriel near death on the beach with the Kuo-Toa leader standing over him. With no thought to his own well being, Sayiel ducked and weaved through to battle and knelt beside Gabriel. Once again muttering an incantation, Sayiel laid his hands on Gabriel and the latter’s bleeding quickly subsided. Gabriel had been stabilized for now but was still badly hurt.

Soon the Kuo-Toa captors were slain. Ploopploopeen saw the damage that was wrought and channeled ancient magics to heal the injured adventurers. Wearily they rose to their feet and met their saviors, suspicious of what had transpired. Ploopploopeen told them that in his village a religious war had broken out between the followers of the Sea Mother and those who worshiped the Deep Father. Ploopploopeen was a devotee of the Sea Mother but his own daughter had defected and now served the Deep Father. Ploopploopeen spoke of the horrific sacrifices being made in the name of the Deep Father and how it has corrupted his home. Ploopploopeen promised the adventurers many shinies if they could help him disrupt his daughter’s sacrifice and discredit the Deep Father. Indebted to Ploopploopeen and his warriors, the adventurers agreed to help and made their way to the town.

After arriving in the Kuo-Toa town and paying tribute at a statue of the Sea Mother, Ploopploopeen instructed the adventurers to remain in the southern portion of the town while they rested. Some shops existed that may have wares the adventurers were interested in and they should explore them if they wished. Wearily, the group discussed their next moves as the shadow of the Deep Father loomed over them all in the Kuo-Toa town.

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He Waits in the Dark Below

The adventurers discussed their next move after Ploopploopeen left them in the house. While they were all exhausted from their near capture and travel, they knew that the next day would be challenging with disrupting the ritual so they decided to prepare themselves first before resting. It was agreed that they would browse the shops Ploopploopeen spoke of to see if they had any useful items so they set out for the southern part of the town.

The group arrived at a small shop owned by a pleasant Kuo-toa who bid them welcome upon entering. Browsing through the wares, the adventurers found that there was little of interest in the store; just bone and fish scale based weapons and armor. While some of the group picked up basic supplies, most opted not to spend their coin on the merchant’s wares so they made for the door. As they were about to leave, the Kuo-toa store owner offered them one last item for sale: a death crab!

The store owner placed a five pound crab on the counter for the group to see, and introduced it as a Death Crab. Skittering back and forth, the crab had tiny blindfolds on each of its eye stalks and bands placed over its claws preventing them from opening. Skeptical, the group did not believe that such a thing was a threat and asked for a demonstration. The store owner was adamant that you could not remove its blindfolds lest it wreak terrible havoc upon them. As the group made ready to leave, the store owner lowered the price on the death crab. In a fit of whimsy, Gabriel and Jaragorn agreed to purchase the crab and gave the owner some gold pieces. The store owner happily accepted their coins and placed the death crab in a basket. Gabriel and Jaragorn named their new companion Pinchy and set out from the store back to the home they had been assigned.

Arriving back at the home, the adventurers decided to finally bed down for the night and began to assign watch shifts. As they were discussing who would take what shifts, Ian Cognitio disappeared from the group and appeared a short time later. Members of the group noticed this and grew suspicious of the halfing and wondered what he had been up to. Eventually everyone bedded down for the night and the group managed to sleep uninterrupted.

Ploopploopeen came the next day and gathered the adventurers for the upcoming task. The plan was simple: proceed to the ritual sacrifice and disrupt it while it was taking place to discredit the arch-priestess of the dark father. Ian Cognito suggested that he travel alone and watch the proceedings from a distance to provide ranged support if needed. It was reluctantly agreed that the halfing should do this and he once again vanished from sight. Ploopploopeen lead the group towards the shrine of the deep father and the fate that awaited them all.

The adventurers rounded a corner and finally saw the shrine to the deep father. Where the shrine to the sea mother was an actual statue with material offerings placed around it with reverence, this shrine was an altar to slaughter and gore. The shrine itself was constructed from what appeared to be the stretched skin of a sea animal tented on long bleached bones. Underneath this skin canopy was the carcass of a manta ray that seemed to have been stretched and twisted into a purpose, but what for what was not entirely clear. To top off the idol were two dead octopi, tied together at the head, with their tentacles artfully pinned down. By far the most disturbing aspect of the shrine was the stench; a miasma of spoiled meat, decayed flesh, and rot hung in the area like a suffocating blanket. The adventurers had to fight back a wave a nausea as they approached the shrine to the deep father and steeled themselves for what was to come.
Ploopploopeen led the adventurers to the shrine and greeted his daughter, the arch priestess, offering the adventurers as the next sacrifice to the deep father. The arch-priestess looked them over and approved of the sacrifice and commanded they be led to a holding cell. An armed group of Kuo-toa marched the adventurers to another home that had been turned into a cell of sorts. With little discussion, the group was placed in the home and made to wait as the time of the ritual drew near.

The group were not alone in the house however. There crouched in a corner was a gray dwarf who eyed them with suspicion. With some caution, the group asked the dwarf what his name was and why he was here. The gray dwarf said that his name was Nosebleed Shattercock and he as a merchant who had been captured by the Kuo-Toa as well for the sacrifice. Shattecock proposed a bargain to the group: help him escape and he would lead them to his city and away from this wretched place. The group mulled this option over and while they regarded the dwarf with suspicion, Jaragron graciously gave him a short sword and told him to prepare himself for the battle ahead. The gray dwarf happily accepted the sword and nodded his agreement. Soon, the armed Kuo-Toa arrived and escorted the group back to the shrine of the deep father.

The group was arranged on a series of grates suspended over the dark waters of the dark lake, surrounded by a large crowd of Kuo-Toa onlookers. Some of the adventurers looked down and saw the grates were covered with dry blood, with pieces of flesh and offal stuck to them as well. It seemed that the grates were designed to allow blood to seep down into the dark waters below; a gift for something of the deep.

The arch-priestess addressed the crowd in her native Kuo-Toa language. No wanting to draw attention to himself, Stool did not release his spores so the adventurers were not able to understand what was going on but it was obvious the crowd of Kuo-Toa were growing passionate with every spoken word. The adventurers looked around and began to grow nervous. Ploopploopeen said they would see a sign from him on when to attack but so far he seemed complacent in the ritual to the dark father. Time was running out.

Ploopploopeen stood in front of the crowd and spoke some words that stirred their passions even more. The mood of the crowd was now crackling with energy and something was going to happen soon. Ploopploopeen finished his address and stepped back to allow his daughter to come forward and say some more words. As the arch-priestess stepped in front of Ploopploopeen, he somehow managed to produce a large fish bone fashioned into a gargantuan club. The adventures were momentarily stunned as to how Ploopploopeen had managed to conceal such a large weapon on his person, but they quickly snapped back to focus as they saw him raise the club over his head and mercilessly bring it down over the head of his own daughter. Not once, but in two vicious blows.

The arch-priestess was brought to her knees by the massive blows to the skull and the crowd erupted into violence. Kuo-toa began to fight Kuo-toa using whatever they could manage to turn into a weapon with no attention paid to the adventurers. The adventurers looked around and quickly decided that the safest place, however revolting it may be, was with the shrine to deep father at their backs so they swiftly moved there.

As they approached the shrine, the arch-priestess had managed to crawl towards it and brace herself against it. The blows Ploopploopeen delivered had left her stunned and unaware of what was going on around her. Sensing that she was the source of this evil, the adventurers closed ranks on her and decided to end the threat. All around them the Kuo-Toa were butchering each other, their spilled blood draining into the dark waters below which had begun to bubble and froth from the appearance of some sinister creatures.

The adventures attacked the arch-priestess hoping to end her rule. Magic and steel tore into her, weakening her life considerably. Gabriel then moved in to end the evil of sacrificing living beings for some foul god and swiftly plunged his sword into the back of her neck delivering a killing blow. The arch-priestess jerked violently as the sword was pulled from her neck and a fountain of blood burst from the wound with incredible force. The blood soaked the stretched manta ray and revealed its sinister purpose. The arch-priestess’s blood drained down the body of the manta ray into a hole in the floor of the shrine into the dark waters below. As the last breath escaped her lips the waters 60 feet from the shore began to violently roll and crash. All eyes turned towards the churning water just as a massive figure burst from the inky black water, finally revealing the horror of the deep father for all to see.

The beast that burst from the water was the stuff of nightmares: a 30 foot tall creature with the heads of two babboons fused onto a roughly humanoid body with arms that ended in multiple tentacles. The beast’s eyes glowed a fiery red as it eyed everyone on the shore and let loose a roar that shook the very foundations of the buildings on the shore. With primordial rage and hate in its eyes, the beast began making its way towards the shore.

The mere presence of the creature was enough to drive all those on shore delirious into madness. Most of the adventurers managed to maintain their sanity as they gazed at the beast, but not all were so fortunate. Ront threw his head back with a roar and dove into the fighting Kuo-Toa with uncontrolled blood-lust. Just as they saw Ront disappear into the fighting they heard a cry of madness to their right and the group turned to see their friend Shuushar succumb to the effects of the beast. Their normally jolly, good natured friend and turned into a raving beast both in mind and body. As they watched in horror, a third arm spontaneously sprouted from Shuushar’s body which seemed to cause him no pain. Instead, Shuushar wildly jumped into the Kuo-Toa fight, picking up a severed arm to use as a club to begin beating to death one of his kin. All around, the Kuo-Toa began to violently mutate with some growing new limbs, other had their eyes burst in the sockets, and some just opened like an overripe fruit with their guts spilling over the grates.

The adventures looked around and tried to make sense of the situation. All around them the Kuo-Toa were enthralled in an orgy of blood, violence and carnage as they tore each other limb from limb while chanting: “Lee-Mo-Goo-Goon!”. Ploopploopeen had not moved from the spot where he clubbed the arch-priestess and was cackling manically. The nightmare from the sea was making steady progress towards the shore and would make landfall soon. While some members of the group wanted to stay and fight the beast, Eldeth recognized the beast as Demigorgon, a foul God of the underworld. Regardless of the hate and disgust they felt towards this foul beast, Eldeth was adamant that there was nothing they could do and to fight it now would be to die in futility. With great reluctance the group looked one more time at Demigorgon and then broke from the chaos.

The adventurers quickly departed the sea of madness and made their way to the edges of the Kuo-Toa city meeting up with Ian Cognito on the way. The Halfling did not look stable as he had a slack look on his face, with a small amount of drool at the corner of his mouth. Ian kept glancing over his shoulder in the direction of the arisen abomination muttering incomprehensible words softly. It was obvious that his mind was not able to handle the horror of what had just transpired and it had affected him deeply. The group eyed the Halfling again with suspicion as to what he had been up to while they were about to be sacrificed but were not able to ask him as they suddenly rounded a corner and found themselves face to face with a group of armed Kuo-Toa. The armed Kuo-Toa had the same look of madness as those on the beach and rushed the group of adventurers. Wasting no time, the adventurers drew their own weapons and met the armed Kuo-Toa in combat. While the armed guards were no doubt formidable opponents, they were no match for the adventurers. Jaragorn once again rained steel on them from afar while Sayiel blasted them apart with bolts of magical energy, blowing one guard to pieces. Gabriel took the brunt of their attacks on his shield while also dispatching some with his sword. Soon the mad guards were dead and the group decided to make for Shattercock’s town of Gracklstugh, wanting to put as much distance between them and this forsaken Kuo-toa town that had awakened a dark nightmare.

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Heed the Signs

After dispatching the remaining guards blocking their way, the adventurers quickly took their leave of the chaos engulfing the town and moved into the tunnel system. Shattercock lead the group through a series of tunnels and caves over the next few days without incident. The quiet was a welcome reprieve for the adventurers as they tried to process the horrors they had seen in the town, and deal with the loss of their comrades. ShuShar and Ront were gone, and regardless of personal feelings towards them, they had been with the adventurers since they escaped the Drow prison and had fought alongside them. They would be missed.

As the adventurers emerged from a tunnel after several days of walking they found themselves staring out over a vast cavern covered in thick spider webs. The adventurers looked at the webs with hesitation as they remembered their escape from the Drow prison and the creatures that spun those webs. Before they could decide what to do they heard the sound of falling rocks to their left and quickly spun to see what had caused the noise. As they stared, two small red goblins climbed down the cave wall then approached the group cautiously.

The two goblins introduced themselves as Phlem and Stan and spoke with a beautiful accent that certain members of the group found pleasing. It quickly became clear that the goblins were not interested in conflict, but rather wanted to trade with the group. In exchange for gold coins, the goblins would show the group how to cross the chasm of webs and get them safely to the other side. While the group felt that this was a fair exchange, Syaiel decided that a show of strength was needed. Using his faye powers, Sayiel managed to intimate the goblins into guiding them for free. The obviously unhappy goblins produced some oil that they rubbed on their feet, passed it to the adventurers to do the same, then skated off on the webs.

As the adventures followed the goblins, they nervously glanced around for the signs of the creators of the webs they were skating over. The trek was not easy and some of the webs broke under their weight, pitching some of the group off balance, but luckily, none fell off. Soon, they encountered a spun cocoon on the webs with a pair of over sized feet poking out from it.

The group cut through the webbed cocoon and were surprised to find an unconscious halfling entombed within. As the webbing was removed, the halfing started to come to and introduced himself as Fargas Rumblefoot. Fargas eyed the adventurers with a suspicious eye but ultimately had to trust them as vicious bites to his legs had rendered them useless for the short term. Speaking of a treasure he was after, Fargas struck a deal with the adventurers: help him escape the webs and he would lead them to the riches. The deal was struck and soon everyone was off the webs and back on solid ground.

Phlem and Stan turned to the group and spat in their general direction, angry that they had been coerced into providing their services for free. Gabriel took sympathy on the goblins for they had been excellent guides across the webs so he through them some gold pieces for their efforts. The goblins looked surprised by this move; they thanked Gabriel before casting a weary eye at Sayiel and scrambling up the rocks and out of sight.

The group continued on through the caves until they came to an intersection where an eerie red glow spilled out into the tunnel. Some members of the group turned to look to see where this blood coloured light was coming from and saw a symbol painted on the rock. As Gabriel and Sayiel focused on the symbol to try to figure out its meaning, the horrid nature of it revealed itself. The symbol was of demonic origin and spoke of the presence of demons nearby but the twisting, unnatural lines of it were too much for the minds of Gabriel and Sayiel. Without a sound, Sayiel pitched forward face first into the ground and remained motionless; the horrid nature of the symbol overcoming his mental fortitude. As the group moved to Sayiel’s aid, they quickly started discussing what they should do. As options were discussed, they noticed that Gabriel had remained silent throughout the discussion. They turned and saw Gabriel standing upright, still gazing at the symbol, but as still as a statue. Ian tried to rouse Gabriel from his trance but was unable to get any response from him. Fortunately, Gabriel was still able to move so they gently guided him out of the cave intersection and away from the symbol to an adjacent cave where Sayiel was recovering.

Thankfully, both adventurers recovered from the effects of the symbol with no ill effects apparent. Sayiel was not able to recall what happened while Gabriel reported feeling a nagging sense of unease and uncertainty, as if something had partially eroded his resolve. The group decided to make camp for the night after the long day and assigned the normal watch shifts. As the majority of the party began to doze off, and Ian took the first watch, they heard a loud rumbling coming from down the tunnel from the direction of the symbol. As Ian looked down the tunnel he saw the horror that awaited him.

There lumbering aggressively towards them was a large, bipedal creature covered in fur with a mouth full of sharp teeth split into a wicked grin. It was obvious that this creature was out for blood, so a cry of alarm sounded through the group. Gabriel was on his feet instantly, having never been asleep in the first place. Then with reckless abandon, he charged the creature echoing his battle cry. Those that were up provided what ranged fire they could.

As Gabriel closed to melee range he took a swing at the large creature with his sword. To his horror, Gabriel’s sword struck only a glancing blow off the creatures thick fur causing it no discomfort. With a wicked grin, the creature quickly moved forward and clamped down on Gabriel’s torso with his massive jaws. The pain was immense; the blow crippling. As Gabriel reeled from the bite, the creature swung each of its massive fists at him. The first blow drove Gabriel to his knees while the second flattened him to the ground. The creature looked up from the still form of Gabriel and saw the rest of the adventurers on their feet and preparing to engage it in battle.

Those that could swing claw, sword and axe closed quickly with the creature and began to hack at it. The creature was strong and able to shrug off many of the blows, but some found their mark and did grave damage to it. The long range fire support continued to hammer at the creature, its fur being blown and scorched with magic while arrows became lodged in its hide.

The battle appeared to be going well until the creature put its hands together and muttered an ancient incantation. Across the tunnel, directly in the thick of the ranged adventurers, a cloud of smoke appeared. The smoke shimmered then solidified into a duplicate of the creature they were facing. The second creature had the same vicious grin as the first and moved in to attack.

Chaos had erupted all around the group, with everyone engaged in a desperate fight. As the ranged fighters ducked and weaved from under the blows of the clone of the creature, the melee fighters continued to hack at the original and were rewarded for their perseverance. The creature was strong, but the combined assaults of vicious claws, heavy axes, and sharp swords tore pieces from its thick hide. With a final wet gasp, the creature crumpled to the ground, black ichor streaming from its many wounds. Everyone turned to the duplicate of the creature, ready to wreck bloody vengeance on it but were amazed as it appeared to shimmer, then disappear into a cloud of smoke that blew away as if a gust of wind had taken it.

With the threat passed, the adventurers were able to take stock of the situation and realize what had happened. Eldeth told the group that they had fought a Barlgura; a vicious demon that possessed the ability to wield foul magics. As the group tended to Gabriel, they all realized just how deadly a foe they had faced and were lucky to have made it out alive. As Gabriel slowly rose to his feet, he gradually began to regain his strength and with a look of concentration, he closed his eyes and took a deep breath. Magically, Gabriel’s wounds closed while strength and vigor begin to flow through his body again. As Gabriel opened his eyes, he looked as healthy as before the fight with the Barlgura. The group tended to the rest of their wounds and wearily began to settle down again for the night, all the while casting nervous glances at the tunnel where they could faintly see an eerie red glow in the distance.

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Setting Sail

After the grueling fight with the demon, the adventurers wearily decided to make camp for the night in order to rest and recover their strength. As the camp fire was lit and everyone took their spot around it, some of the adventurers started to speak candidly about their past. Sensing where the conversation was going, Ian Cognito melted away into the shadows out of sight.

Ian’s disappearance did not go unnoticed by some of the party. In a calm, level voice, Gabriel spoke aloud to the whole cavern and asked Ian if he would join the group and share some of his past. At this point, they had all been through so much together, members of the group wanted to know who it was they were fighting alongside.

A few minutes wore on and there was still no sign of Ian until the group heard a polite cough behind them and turned to find the Halfling perched on a rock. Ian looked at the group and decided to share some of his past history with them. Ian described himself as a thief and had trusted the wrong people in the past which had lead to great hardship for him. This caused him to be very weary of trusting others but given all they had been through up to this point, Ian was begrudgingly beginning to have some faith in his companions. Ian then tossed a green bracelet back to Gabriel with a sly smile and wink. Gabriel examined the bracelet and realized that it was one that was supposed to be in his backpack. As he slowly returned the bracelet to his backpack, Gabriel realized just how stealthy the Halfling could be.

After resting for the night, the group carried on through the tunnels with Shattercock leading the way. A few days had passed when the adventurers encountered a small cave with a curious patch of brown moss growing in one side. As they neared the moss the air became bone chilling cold, almost to the point of freezing their flesh. The strange moss seemed to be producing this cold, and incredibly, would quickly grow towards any heat source. Gabriel tried to move past the moss but ventured too close and found his flesh quickly frostbitten. The cold was immense and almost overwhelming, but Gabriel’s firm resolve helped him resist the pain. Learning from his mistakes, the group cautiously moved past the moss with as much distance between it and them as possible.

A while later, the group encountered a lake that Shattercock recognized as being close to the town and let the group know they had two options for entering: they could proceed through the main gate and run the risk of being captured by slavers, or arrive via both through the docks, allowing them to slip in more quietly. The group quickly agreed to enter via the docks but the lack of aquatic transportation was an issue. Nearby giant mushrooms could be carved into boats, but they were not large enough to carry everyone. Discouraged yet still determined, the group set off down the shoreline hoping to find another method of crossing the water.

About an hour after leaving the giant mushrooms, the group came across some dwarven fishermen who were tying up their boats. One of these boats, in combination with the giant mushrooms would provide enough space for all of them to cross. Ian strode up to the dwarves and proceeded to barter with them over their boats. The Halfling was a shrewd negotiator and with some uncanny skill, managed to bargain with one of the dwarves to purchase his boat for an undisclosed amount of coins. With a boat secured, the group began to carve out some rough canoes from the giant mushrooms and began to make ready to enter the city where the threat of slavery awaited.

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