Wrath of the Righteous of Fillmore St

Session... Who Knows!?!
Recap of the story so far.

The party of heroes fell into a series of underground tunnels that exist beneath the city of Kenabres. They met a few towns people that were trapped in the tunnels with them and they managed to convince everyone to stick together.

Along the way they met a dwarf that has been living down there for decades. The party calmed him down and freed him from some of the mental diseases that he had gained, he introduced himself as Melorn Vhane. He had retreated into the tunnels to get away from the persecution he faced for his studies on demon summoning and how to banish them.

Further along the tunnels the party met a few disfigured creatures creatures that were struggling to get a friend out of a collapsed tower. The party rallied together with the mongrelmen to dig out their friend, and make sure everyone was safe. Lann told them that he appreciated the help and that they would show the party the way back to the surface. The trail lead through the capital city of the mongrelmen and the chief welcomed them in as heroes for rescuing their people and giving him closure on the whereabouts of his son who died in the tunnels. He directed the party to the tunnel to the surface, but warned them that the path would take them through a stronghold held by these humans and some rogue mongrelmen.

As the party makes their way to the stronghold, they get hints that the humans are a part of an evil cult that worships the demon lords. Inside the stronghold, the party meets two people being held captive, a monk and a ranger. The two join the party in their journey back to the surface. They manage to find out that the cult has been at the center of the plot to let the demons attack and to get the city to fall. Fighting their way through cultists, mongrelmen and demons, the party finally sees daylight again, but the sight that greets them dashes the hope that the sun had renewed. The city was in complete ruins.

The party had a few places that they knew to visit, a few cultist safe houses that they learned about in the stronghold, and the most likely place for the survivors to congregate, The townsfolk that traveled with them also requested to go to a few places to see how their homes and loved ones fared in the attack.

After taking care of some bandits and some remaining cultists, they make their way to Defender’s Heart, a local inn and the last remaining place of refuge in the city. There the party met Irabeth, the wife of Annie and the highest ranking survivor of the city guard. She asked the party to travel to The Gray Garrison to destroy a wardstone fragment that is being corrupted to be used as a weapon against all mortal life.

A plan was made and the party made their way to the garrison while the city guard made a distraction to let them approach without trouble. However, this was in vain as when the party arrived they were met by some guards and due to an accident… the ranger was lost. Without even enough time to disengage and see to the dead, another of the party fell, the young Riftwarden in training lost his head to the reaping scythe of a cultist. The remaining heroes retreated to the inn to take care of the fallen and look for a bit more help. They were joined by one of the city guards paladins and a traveling fire mage.

The heroes, new and old, charged back into the garrison to defeat the scourge that was left trying to corrupt the last line of defense that was keeping the demon hordes at bay. The party made their way to the top of the garrison and battled hard against the fel-elf that had been performing the corrupting ritual and her fiendish minotaur. When she was defeated and the stone was destroyed, the party was infused with a vision of their new path and a power that they could not yet understand fully.

Making it back to The Defender’s Heart to report what had happened, the party learns that the queen is on her way to the encampment. The queen seemed to have a better understanding of what happened to the party and gave them a quest to venture into The Worldwound to take back a foothold and discover a treasure that had been long lost to the Crusades.

With a bit of rest and resupplying, the heroes set off to the old Crusader stronghold set in the city of Dresen. The queen set them on their way with a small force of paladins and some people to help direct and run the army command structure. Lann, the mongrelmen from the tunnels, came to the surface with a contingent of archers to help with the assault on Dresen. Irabeth became the commander of the armies and Annie, Neil and Horrace decided to stick with the heroes and help out in what capacities that they could. Annie became a scout, Neil became an adviser, and Horrace became the quartermaster of the expedition. They were also joined by Nurah, a bard that kept up spirits on the journey so far, Sosiel, a priest of Shelyn and a religious adviser, and Aron, a crusader tactician and engineer.

The journey had its complications and difficulties, but was ultimately successful. The city of Dresen was completely overrun by the forces of the demon lords. The army assaulted the encamped forces of Southbank while the heroes circled around and eliminated the commanders of this regiment of the enemy forces. While in the fight to disrupt the command, a figure out of the shadows gave aid in the fight by attacking the group flanking the party. This was another Rift Warden sent by Sarenrae to join the heroes and drive the demons out of the city. (If only the heroes knew what was in store for them with this inquisitor.)

The forces of good moved through the different pockets of resistance in the city including the destruction of the siege weapons of the citadel, rescuing a contingent of humans that joined in the fight, and preventing the destruction of the last bridge that gave access to the citadel. However, not all was going as planned. There was a force working against the heroes, spreading doubt and fear through the ranks of the soldiers. On the day that they planned to start the assault on the citadel, the mongrelmen decided their fate was too grim staying and fighting and were staying out of the final assualt. The Rift Warden was having none of it. He gathered some paladins from the army and treatened a show of force against the demoralized soldiers. Being his second attempt to assume power in the army, Irabeth slapped him down and ordered his arrest. Being completely sure of his decisions and knowing he was doing the right thing, he fled out of necessity to continue his orders from his goddess.

The manhunt started led by the monk who was feeling guilty for his actions and comments while he was drunk that added to the loss in moral of the army. Though the Rift Warden was experienced at evading pursuers, the monk’s determination was too much to avoid. The warden was taken to Irabeth to decide what needed to be done to the usurper. She, with the help of a ritual and the party cleric, sought the aid of an agent of Senrae but ended up being visited by the herald of the goddess.

Session 1: The Journey Begins

The story starts with the PCs all making their way to the festival in Kenabres. The fair opened with games and contests to test the might of our heroes, but the opening ceremony was cut short by an explosion from the west. With the explosion there was a flash of blinding light and the sound of a monstrous roar, a balor lord appeared in the city. Demons. Here. Then the screaming started. Demons were flooding into the city and the people were being slaughtered. A flash of brightest silver and before the demon was the great silver dragon, protector of the city. She dove into battle with the balor lord, but it was too much even for her might. Before our heroes had the chance to do anything, to run and hide or to charge into battle, the ground split under them and they fell. As the balor lord’s sword fell, with her dying breaths, the dragon uttered a few soft words and our heroes plummet into the darkness slowed, but into the depths they still fell.

Time passes and our heroes start to wake. As light is found, they find themselves in a cave deep below the city. Rubble is everywhere with signs that others had perished in the fall. However, the heroes were not alone. There were 3 others that must have been slowed by the dragons spell as well.

So starts the Journey below the city…

Pre Campaign Log

The adventure starts off in Kenabres. Armasse is in full swing. It is a day that was traditionally used by priests to study and reflect on the past conflict with the Worldwound, however it has been made into a holiday in the recent years. It is an opportunity for commoners to be trained in combat, squires to be chosen by knights, and priests to be ordained. Local traders and merchants have taken the opportunity to set up booths and tables to sell their wares. Contests and games have grown in popularity with everything from jousting to archery to drinking games and so much more.

When the scene opens, you all will be coming to town and drawn to the festival grounds, or if you had already been in the city, the bustle of the festival draws you to see the crowds and excitement of the opening day. There will be plenty of time to play games, try to win prizes, and shop before the opening ceremony blessing given by Lord Hulrun (ruler of Kenabres) himself.

We will have the players take turns with games and shopping to get everyone involved. I will post a list of game options that you can take part in soon. This will give us time to meet every character and let them have some time to take part in the events of their choice.

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.


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.