God slayer - D&D 3.5

Outer gods and Rivalries

Arriving in Fishers Hook, Doux Von Magnus, & Neerin Ogreslayer led by Vashan Blacksteel, spot and peruse a trio of men who had recently seen a fight, one of them wielding the legendary pirate blade Whisker. after almost coming to blows with Belthar, Varok Darkeyes, and Zhul the two parties agree to spend the night recovering from their fights and their travels. the next morning everyone is woken up by Zhul’s cries of anger and frustration. finding out that Varok had stolen the pearl from Zhul. after briefly discussing the event without revealing too much to the new arrivals in the town, Zhul, Belthar, and Magnus felt an incredible disturbance across the straights and prioritized this above recovering the pearl and headed across the sea. after spending some time traveling they finally arrive in the small town of silverton. finding many people in the town to hold vacant expressions as they went about their common routine. heading to deal with the towns local ogre problem. after Neerin quickly dealt with log brag they pressed further into his cave. they found that the creatures of the cave had changed, the unnatural feeling of all of it was clearly the influence of the outer gods. advancing deeper into the caves they found even the kobolts where changed, influenced by the outer gods. finding a cage full of dire rats and the body of a paladin inside Belthar cast a quick spell and made his way in to retrieve the body, only to have it dissapear. carrying on deeper into the caves they fought illusion, insanity and yet more kobolts they finally find themselves face to face with a pair of derro who claimed to own the very caves that the party stood in. after a quick bladed negotiation between the derro and Neerin they quickly boarded the raft and made their way down the river…

View
Sibling Rivalry

Arriving in the town of Akkad the party Received two letters from two siblings Dennel Batharda and Larrissa Batharda to track down their father’s will and give it to one of them them. the party traveled to the crumbling manor home of Feodol Batharda in search of his will. after overcoming his pets through Guile, skill, and force, Zhul,Belthar, & varok-darkeyes retrieved old Feodol’s will and a not asking any finders to deliver the will to the local druid sect. they attempted to leave the basement. the found themselves accosted by a mage and a hobgoblin, lackeys of Dennel & Larissa. unable to leave the party was forced to kill the men who stood in their way. the party agreed to take the will to the druids and made some powerful friends and some powerful enemies that day.

View
snakes, dust, and beatles

Arriving at the Abandoned lifeless city of Ur, our heroes find their way blocked by a golden door. while trying to figure out how to open it they are assaulted by the temple’s guardian, a massive bull. after a difficult battle the party retreats into the structure after Nebu, their Faithful guide opens the door. as the party examines the room hey found themselves in, they come under assault from a dust storm. hearing Nebu’s cries of terror Content Not Found: varok-darkeyes is able to barely make out the site of Nebu being dragged off by a dust covered man. taking a moment to recover from the sudden attack the party advances deeper into the abandoned city. coming into a torture chamber the party hesitated only a moment before entering, inside Zhul was set on by an animated iron maiden. after a brief struggle with the sinister device Darok is able to toss it into the depths below. only having a moment to catch their breath they are attacked again by the dust brother. Belthar thinking quickly withdrew the bridge to avoid conflict with the construct. after only throwing a spear the construct retreats again. exhausted the party rests in what was once a garden in order to regain spells and stamina before continuing. delving deeper the party comes to a massive idol depicting an unknown god. after a brief battle, thanks to the stout blade of Mavado, the party finds their quarry, the Golden Auroch. this was a half hearted victory as the idol was covered in snakes. after a quick examination from Wolf and Belthar they where able to determine what snakes where dangerous and charm them back. Wolf drew the idol out with a rope just as the dust brother formed in the center of the room. Retreating initially Wolf returned after seeing the great bravery of his fellow party members. with Wolf’s help the group was able to keep the dust brother off balance long enough for Belthar to empty his water skin on the construct and enable the party to finish off the dust brother for good. returning to the garden the party rests again to recover after its near death at the dust brothers hand.

not feeling right about leaving without discovering Nebu’s fate, Zhul refused to leave Nebu to an unknown fate. after entering what was at one time a bath house, Nebu’s body is discovered on the floor of the empty tub. after a brief prayer from the party, they pocketed what treasure they could find in the room and sat to discuss their next move. Varok, was able to spot a trap door in the room and followed it down a small tunnel to a pump. noticing Beatles covering the walls he panicked and disturbed them. after a long struggle against the insects the group retreated deeper into the structure.

finding a small room with three chests and a magical trap, Varok agreed to grab them and run, trusting his agility to ensure his survival of whatever sinister trap lay in wait. after triggering a fireball and barely surviving the trap, Varok collapsed to the ground spilling the chests content. while wolf rushed to the gold, Zhul Rushed to his fallen friends side to heal him. after a brief uncomfortable moment among the party over the content of the chests they headed through a secret door found by Balthar’s keen elven senses. beyond the door the party stumbled into a small library which Zhul began looking through while the rest of the party pressed on. while discussing to head down the stairs or open the door at the end of the hallway, Zhul rejoined the party as they decide to open the door.

as they burst into a posh room, the party is welcomed by a withered old un-dead woman who i identified herself at Nicrotis offered them the chance to assist her and open a portal for her. avoiding eye contact the party leaves the room and heads down the stairs. as they decented they wind snuffed out their torches and tore at their skin. at the end of a long hall they found a pair of doors floating int he air. beyond them, Zhul was able to idintify the semi-elemental plane of dust. wind tearing at them the party forced the doors closed as an eagle made of dust burst though. while Wolf and Varok, forced the doors the remainder of the way, Mavado struck down the eagle. knowing they where nearing their tasks completion the party rushed over to battle Nicotis. after a brief and life threatening battle the Party was able to gain the upper hand just as Nicrotis assumed the form of a gas cloud and escaped. leaving the party to ponder what would come of her escape.

the party has since left Ur and is on its way back to Akkad to give the Golden Auroch to the prince of Akkad.

View
The Story so far...

our heroes have been hired to find the golden bull in the ruins of a great desert city. the bull is rumored to bring prosperity to any city that hosts it.

View
Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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.