A Series of Myth-fortunate Events

Session 13
Journey to the South

Little was done about going south. Our heroes were able to increase their numbers upon looking for Japlin: a female tiefling known as Nemeia who helped them find Japlin then immediately latched onto them for food and possible money gathered from their various adventures. Also because she was very lonely.

They found Japlin inside his own invention. There, they also met Rahad who told them about his life and fed them an apple pie. They killed him. But hey, at least they fixed the invention. With the invention fixed, and Japlin trust in them restored, they take off for the south once more.

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Sessions 9-12
Run-ins and Fail Saves

After our lovely party's encounter in the Automagic Academea, they found refuge in a hotel not too far away known as the Flick and Swish Inn. Unfortunately, their visit was cut short as a group of field operatives led by Hesdroul Mithrilbraid come in looking for Japlin. Finding the PCs unreasonably suspicious and deciding it would be easier to simply bring them in and use a zone of truth spell back home, Mithrilbraid attempted to subdue the PCs only to find that they were a bit stronger than he had anticipated.

Without his own gear, Mithrilbraid could do little but retreat and the PCs were able to get ahold of one of his scouts. With some interrogation, the PCs found two things: 1) a surprisingly large organization known as Criminals Inc. was out to get Japlin's invention, and 2) Japlin had stolen something at least moderately important.

Japlin's invention was also broken, another problem added to their growing pile. To fix it, they would have to get some orichalcum mined from the depths of the Grave of Hephas. After getting a license from an animated armor and a rather annoyed college kid from a workshop known as Castle Rowan (presumably named after the kid), they were on their way to the dispensary.

Unfortunately, in order to better understand what was going on, Edd called Mithrilbraid none to conspicuously. After overhearing what sounded like a betrayal in planning, Japlin decided to take his invention and run away from the PCs.

It is unsure what the PCs plan to do know. Do they chase after their employer so that they can at least get some money from this? Do they actually betray him? Will they simply leave only to let Japlin's invention further culminate into a further issue for the district?

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Session 8
In Defense of the Dark Arts

On 22 Falldays 1399,The Defense for the Dark Arts class has accidentally summoned a doppelgänger during one students theoretical presentation on a summoning circle. While Prof. Malaris Xeno had successfully petitioned to rid the academy of the demon, the students and professor of the Defense For the Dark Arts has stubbornly refused to give the demon up and have fortified themselves in their classrooms.

While the headmaster is away on a research trip, the lead enchanter—Gary Garfunkel—has used a magical item to create a barrier around the university to ensure that the police he has called in can come in, but none may escape. The police have ensured that they will arrive in 4 hours, but the enchanter would very much like to resolve the issue as soon as possible.

Only two casualties resulted from the event: an imp apprentice by the name of Hurlid who was slain by Azagham (kept fairly hush), and a trollish warlock named Tal whom was mistaken for the unknown demon and blasted by 4 magic missiles. Azagham, Balmung and Edd were hastily hired by Gary Garfunkel, but, instead of eliminating the "monster", they ended up saving the doppelganger, named Pete, stole their reward money, and escaped into Magi's Paradise within the hour. Pete himself would later go onto joining the college itself, taking on the guise of a student who was skipping all of his classes anyways, due to his own unbridled curiosity after his short journey through its halls.

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Session #6
A Dash of Darkness

Today the adventurers got a ring and killed a particularly nasty faerie. Boy oh boy.

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Session #5
The Shadowed Castle

Mental Entry #3,258

Master's tribe bravely pushes through secret entrance into the Shadowed Castle and find old acquaintance of the new master—a lizard folk they call Little Glad, first observed after scouting in old master's tower. After quick saving, he reveals a number of valuable loot. I believe he all equipment should be given up for sake of tribe, yet master seems fine with other servants simply purchasing supplies off Little Glad.

In the same basement, a great stone door was found. Master braves it, but it proves most devious trap. Tribe agrees great stone door is locked, by what mechanism or magic, I do not know.

Next stop is second floor. Shadows watch us from every nook and cranny. I applaud tribe's bravery. We come to apartment and Master's druid servant finds shard which seems to speak to him. Also finds orb hidden behind illusion. Tribe agrees it must be key to stone door.

Journal must end for shadows threaten us with war cries outside. Yelemash fura ilastaf. May the Old Ones guide us.

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Session #4
Dreams of a Waterfall

Our Players complete their journey through the dream eater's lair and, in exchange for sparing the dream eater's life and leaving his lair, are granted a vision of a secret passage into the Shadowed Thief's castle. From this cave they leave with an additional party member; a pale dreamer with a torn leather vest and donning Balmung's extra jammies was knocked out and "saved" from the cave in an attempt to rejuvenate him. With his proposal rejected, the hundred eyes faerie leaves the Players.

After a quick stop at the faerie camp in which the faeries disappeared without a word, the Players find the secret entrance into the great tree and, presumably, the castle. They end up crawling out of a well and are met with their old friend (?) Little Glad currently fending off a hungry looking evil faerie thing.

Will our heroes save Little Glad from certain doom? Will they traverse the castle and come out alive? Can they find a source of magical energy, refill their communications crystal, and finally return to the Bazaar of Deva? Find out next time on A Series of Myth-fortunate Events!

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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

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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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