Famous Adventurers Community College

Session 4 - In the Serpent's Lair

<flashback>
The dragonborn have an annual festival dedicated to the ancient dragon gods.  During the previous festival, the elders called Korinn aside and told her of a prophesy and a gift. Their auguries told of conflict, and in response, the dragon gods bestowed upon Korinn a package.  They left the warning that the package was only to be opened in times of great peril.
</flashback>

After defeating the skeleton guardians, the party prepares to enter the ritual chamber.  FLoki sneaks into the room, seeing 2 yuanti near the entrace and 2 more yuanti standing near the dais at the far end of the chamber.  The yuanti have an undead-like quality.  On the dais, Phyla is standing behind an altar holding the snake dagger.  Behind Phyla, a large snake abomination is chained and impaled on the wall.  As Floki enters, Phyla calls out, "Welcome to the domain of the snake gods!  Your sacrifice is accepted."

Two of the yuanti approach.  Using an illusory barrel Arlen created, the group slays one of the yuanti.  While the party is distracted by the yuanti, Phylla runs toward one of the grates on the ground and slices her hand, pouring in her blood.  As the blood seepd into the drain, a mass of writhing snakes swarm forth. As one of the yuanti attempt to ensorcell Korinn, she receives a vision from Bahamut, revealing the contents of her gift from the dragon gods, a tear a Bahamut.  Tavon and Arlen team up to kill the yuanti who attempted to charm Korinn. 

After the closest yuati were killed, the party advances into the chamber.  Phylla pors more blood into the drain, summoning a large snake.  Cartumel shoots Phylla, knocking Phylla unconscious.  As Phylla falls, she screams "You will be the instruments of his rebirth.  Master has me." 

<battle>
* Tavon attacks and misses yuanti
* Swarm of snakes engulfs Arlen
* Arlen uses Arms af Hadar to escape snakes
* Korinn firebolts yuanti, killing it
* Large Yuanti Anathema begins channeling a spell
* Swarm of snakes engulf Floki, knocking him unconscious
* Jafar sues spare the dying on Floki
* Arlen and Cartumel not sure is they can hit snakes without accidentally hitting Floki
*
Cartumel uses speak with animals ton snakes to try to convince to move off
* Korin breathes flames to incinerate the single snake
* The anathema continues channeling; the large portal begins to glow
* Arlen and cartumel begin focusing on the Anathema
* Jafar uses spare the dying on Phyla before the snakes swarm him, knocking him unconscious
** Anathema commands snakes, "Sacrifice him now." Swarm starts to pull Jafar towards one of the grates
* Cartumel kills Anathema
* Cartumel, Korinn and Arlen team up on remaining snakes.  Cartumel gets the killing blow on the snakes constricting Jafar
</battle>

After making sure everyine is stabilized, the remaining party member search the  altar.  Pictographs show yuanti sacrificing various humanoid then walking through a portal.  The spear holding the anathema to the wall is removed. Most of the haft is destroyed but the spearhead is remains.  Korinn incinerates the remains of the anathema.  Near the altar is a chest containing various trinkets.  After tying up Phylla, the party rests, waiting for their friends to recover.

View
Session 3 - Into the Serpent's Mouth

<lore>
To effect the return of magic, adventurer's went into a anciet dungeon and killed some ort of mindless creature that was siphoning magic from the world.  Though the exact nature of the creature is different in every story, they all agree that it was originally a weapon created in an ancient war (500-600 years ago) between humans and elves.  Though not in open conflict, archmages on each side sought dark secrets to gain power over the other.  No one knows who discovered the creature but it attacted the attention of demons, who seized the weapon and corrupted it, sucking magic from the world.

After the magic returned, the victorious party split and established three well-known schools of adventuring, the Royal Academy of Magic in the capital of the Torstellian Empire, the Archons of Pelor in the White Falls, and the Emperor's Fist between the norther and southern continent.  FACC is a recent upstart compared to these august schools.  The Archons of Pelor are primarily clerics and paladins seeking to cleans the world of evil.  The Emporer's Fist trains fighters and monks on the frontlines of the conflicts throughout the realms. 
</lore>

Recovering from their fight in the cave, the party decides to rest in the cave before delving deeper in the morning.  On the first watch, Florge and Korinn hear a noise.  Florge investigates and see a series of small footprints heading deeper into the cave.  He decides against following the tracks.  the first watch is relieved by Arlen and Tavon.  They're surprised by the approach of Cartumel, who had been following Phylla, the missing researcher. 

In the morning, they set out through a winding hallway deeper into the earth.  Coming upon a rock partially blocking the path, they examine every nook and cranny before noticing that the floor under the rock is slightly depressed; the rock was a trapped triggered recently by someone else moving through the hall.  With this forewarning, Tavon narrowly avoids another rock trap blocking the path.  The hallway ends in a cavern with a large pool formed by a waterfall coming from a giant snake mouth carved in the wall.  Florge immediately cuts his hand, pouring blood into the pool and triggering a rumbling from deeper within the cave.  Exploring the chamber. Arlen and Tavon see hidden doors in alters by the large serpent.  Florge examines the pictographs around the altars; they depict human and elven figures with halos presenting gifts to yuanti on thrones.  The final panels show humanoid figures without halos being dismembered and devoured by serpents.

After squeezing through the snake mouth, a hallway open up into a statuary, with rows of yuanti statues flanking the narrow stream feeding the waterfall.  Florge examines the statues, disarming the poison dart trap and extracting some of the darts. 

Past the statues, there are skeletons impaled on the walls by spears.  As Korinn examines the skeletons, they awaken.  In a burst of speed, Florge decapitates one as it awakens. 

<battle>

  • Two large skeletons emerge from alcoves, a half dozen other skeletons pull themselves from the walls.
  • Jafar turns most of the skeletons.
  • Carttumel gets killing blow on unturned skeleton
  • Preparing for rest of skeletons, Tavan places traps.
  • Several skeletons are caught in the traps and stuck down by Tavon.
  • Tavon also gets killing blow on the other large skeleton. 

</battle>

The party rest ans searches the bodies.  They find only rusted weapons on the skeletons but do notice more murals decorating the walls.  The carvings show yuanti sacrificing various humanoids and impaling them on the wall.
 

View
Session 2

After attempting to track down the creature who broke into Sunden’s shop during the night, Feorge has a dream. He sees a pair of large snake eyes and a great voice offers him power unimaginable. Reaching out to grasp the offer a cobra leaps out of the darkness and bites his hand. Upon awakening the next day, there are two fanged bite marks on his wrist.

After Sunden’s warning, the group visits a tavern for information and for a hearty breakfast on their first day of classes. In “Outskirts,” Feorge asks a farmer if there had been any other reports of breakins. The farmer says that Old Man Wilbur had some tools go missing a a few days ago. Pumping the man for information, Feorge asks if there had been any reports of goblins or other unexplained individuals. The farmer mentions that an old man has been wandering around rambling nonsense, but he doesn’t know of any goblins – as far as he knows, all the goblins were wiped out about 10 years ago by elven mages when the magic came back. Finishing their breakfast, the adventurer’s head to classes. On the way, Keth intercepts Cartumel and tells her that Karima wants to see her.

The first class is Introduction to Magic, taught by Arcanist Vestria. The arcanist boasts of his training from the Archwizard Torandale. Beginning his lecture on the hisotry of magic, Vestria tells of a time when “kobolds, goblins and hobgoblins ravaged the world.” It was only with the meager magic available that they were held at bay. It was after the return of magic that the good peoples could “control the other races to subjugate then so that we can have justice”. After class, the arcanist calls Arlen to his office. Vestria had noticed Arlen’s braggadocio in the arena. He tells Arlen about his mission, to evaluate the school’s performance. So far, he is not impressed, and is especially suspicious of the groundskeeper and nature teacher. While dismissive of Arlen’s admission performance, he asks Arlen to monitor Keth and Arasima and report anything out of the ordinary. Arlen agrees.

Following Keth’s advice earlier that morning, the party visits Karima between classes. She has heard of the theft from Sunden and believes it is connected to other thefts of various trinkets and baubles from students and faculty. She excuses the group from any afternoon classes to investigate the disappearance. Finally, she tells the team to talk to Aldwen Farnel, the woodswoman, before leaving. Alwen went searching for Phylla, who also went missing last night.

As the party leaves Karima’s office, Feoge hangs back and asks about his experience with the snake bracelet last night. Karima is immediately suspicious and asks to see the bracelet but the more Feorge tries to remove it, the tighter it pulls on his wrist. Karima usess her divine magic to cleanse the magic attraction before carefully removing and storing the bracelet with her sword. She suspects there is dark magic in the bangle but wants to consult with Vestria before further conjecture.

The next class in the morning is Introdution to Nature, taught by Arasima. She taks about identifying the various flora adventurer’s are likely to encounter. During her lecture, both Arlen and Jafar notice some sort of glamour or magic attraction but don’t know why.

Aldwen has her cottage outside the north east walls. Her wolf companion Manni guards the perimeter. As the companions approach, they hear Alwen bid Karima farewell and kiss her goodbye. Questioning Aldwen about the disappearances, she doesn’t know much about the thefts but did investigate the wolves that attacked the grou on their waty to FACC. the tree that blocked the path didn’t fall naturally; something chopped it down. Also, Aldwen’s wolf companion Manni has noticed that the lands to the NE are empty, bereft of common game.

Around this time, Jafar’s raven familiar retrns from its search. It has noticed somer sort of building in a clearing to the north east. Prior to leaving to search for the missing goods, the adventurer’s visit the college store. Lumbda the firbolg runs the store.

<to>

<misc_info>
Each college has its own wing. The school of magic is located in the SW wing

Karima is a elven/half-elven cleric with white hair

Arasima is a red haired half elf. The right side of her face is scarred. Her wolf is named Manni
</misc_info>

View
Session 1 - Lakes and Snakes
In which a boat ride turns into a fight for their lives

Immediately after the events of last session, our adventurers, Arlen, Cartumel, Floge, Jafar, and Tavon begin searching for lodging for the semester. Cartumel informs them that her landlord, Sunden, has additional rooms for let above/behind his shop, Sunden’s Sundries. On the way to the shop, Florge reveals the note that he stole as part of his initiation. Though it’s addressed to the headmaster’s office at the Royal Academy of Magic in Samarland (the capital of the Torstellian Empire where FACC is located), the note inside is in Elvish. Arlen snatches the note and reads, “Have arrived. Looking for the item. Will notify. (signed) V.” At Sunden’s Sundries, the adventurer’s meet the dwarf Sunden and hear his offer, 25g per semester for lodging. However, they are immediately kicked out if they interfere with or steal from his shop. The adventurer’s accept: Florge rooms in the broom closet, Arlen and Tavon room together, and Jafar rooms with Cartumel. Recovering from the stress of the initiation, they rest for the night.

The next day, they start searching for supplies. Florge buys his most essential gear, an empty used ale barrel from the proprietor of the Dancing Destrier. Many of the others claim brokeness and buy nothing. With shopping quickly finished, Florge heads to the lake to find out more about the water temple. He waylays a fisherman, Durvon, to find out more. Durvon, amused at the naivety of the new students, offers to take then our on the lake (for a few coin of course).

On the lake, Jafar summons his familiar in the form of an octopus to investigate the lake bed. On the bottom, he sees various ruins, stone statues, and a cobblestone path leading toward the island in the middle of the lake. Arriving at the island, Florge and Jafar ride in the barrel to the shore, while Cartumel, Tavon, and Arlen swim. While investigating the island, the adventurers are surprised by a human woman running across the surface of the lake and calling out. She introduces herself as Phyla Deft, a graduate student doing research into the previous denizens of the lake temple. She offers to share her research if the adventurers promise not to interfere. Leading them into the island, which is revealed to be the top an old tower, she tells them

<lore>
Before FACC was a college, it was a temple of knowledge, founded on the site of what Phyla believes is the northenmost documented outpost of the yuanti snake people. During the the Age of Magic (?2nd or 3rd Age?), the Yuanti founded numerous outposts and used dark magic and sacrificial rituals to lengthen their own loves and control the surrounding populace. Most of their outposts were in the jungles to the south and west of the continent. The yuanti empire ended suddenly and was replaced by the Nestorian Empire.
</lore>

At the bottom of the tower, there is an altar in front of a broken snake statue. Channels crusted with dried blood lead further down. Jafar sends his octopus familiar through the drain into the flooded chamber below. In that chamber, there is a brass snake statue in surprisingly good condition and a teleportation circle. (Phyla mentions that she hadn’t discovered an intact statue like the brass one). While this is happening, Florge, impatient for action and over everyone’s protests, cuts his palm and pours blood in to the channels. The blood is sucked down the drain and into the brass statue’s mouth. Three snakes pour out of the statue’s mouth and begin swimming toward the surface. Back in the sacrifice chamber, the altar opens up. Arlen and Tavon take their positions up near the altar, while Florge and Jafar are further back, and Cartumel is halfway up the stairs leading out of the chamber. The first snake to emerge from the altar quickly wraps around Arlen and begins squeezing. Cartumel uses speak with animals to talk to the serpent. It exclaims, “We serve the night serpent. We will consume all!”. As the other serpents emerge from the altar, Arlen is able to summon eldritch tentacles, crushing the smaller snakes and injuring the nearby Tavon. Unfortunately Arlen is unable to escape the larger snake’s coils and falls unconscious. The remaining adventurers attack the great serpent, Tavon killing it with a blow from his glaive.

As Jafar heals Arlen, everyone else searches the room. Inside the altar, they find a ceremonial dagger and a carved onyx snake statue. Though loathe to surrender any artifacts, Phyla agrees to let the party keep a single item, if they help her research it. Heading to the historical library of the Bard’s College (there are also arcane and religious libraries as part of their respective schools), Jafar believes the statue is magical and Arlen finds a book about it. The statue transforms into the snake at the user’s command. Florge keeps the statue, letting Phyla keep the dagger.

While resting for the night, Florge hears a noise. Making his way outside, he sees a small figure breaking the shop window and stealing gear. He attempts to follow the figure but looses it in the night. The next day a very cross Sunden accosts the new tenants. Though skeptical of their claim that they had nothing to do with the break-in, Sunden delivers an ultimatum. They have until the end of the week to find the thief or else they’re kicked out.

View
Session 0 - Welcome to the Famous Adventurer's Community College
In which we meet our adventurers

We meet most of our adventurers on the back of a wagon. Torvan Blackwater the human spear fighter, Arlen the half-elf warlock, Feorge son of Floki the halfling rogue, Missy Brenngeld the dragonborn sorcerer, and Jafar the human death cleric are escorting Horace’s beer delivery wagon to Rochdale in the Torstellian Empire. Shortly after noon while traveling through the forest surrounding the town, Torvan notices felled trees blocking the road ahead. As the wagon comes to a halt, great wolves and Worgs assault the adventurers. Torvan’s spear attacks, Feorge’s beer keg antics, Missy’s dragon breath, and the timely arrival of Cartumal, a half-orc ranger, defend the wagon. but not before the wolves howl for assistance from the rest of the pack. Quickly clearing the trees from the road, the adventurers continue on their way, escaping before the rest of the pack arrive.

Once in Rochdale, the group make their way to the Dancing Destrier Inn, more colloquially known as the Prancing Pony. Missy retires to her room early, while Torvan, Arlen, and Jafar turn in in the cellar. Feorge shares drinks late into the night with a pair of well-to-do fratboys, swapping tales of ancient temples beneath the nearby Lake Rochdale, before taking his respite in the refuse barrel behind the inn.

In the morning, the adventurers travel around the lake to the northwest for the Adventurer’s Aptitude Test. Once the auditions begin, Torvan skillfully dispatches his three opponents in the martial challenge. Arlen is bested by a White Wolf summoned by Arcanist Vertria when seeking power and favor. Missy discerns the hidden message contained within a magical box summoned by Arcanist Felora. Jafar is narrowly defeated by undead wolves. While the rest of the students were tackling their challenges in the arena, Feorge receives a secret mission from the (half?)orc groundskeeper. Using his barrel hiding skills, Feorge sneaks up on and pickpockets the two message halves inviting him to the secretive Fifth College. As auditions wrapped up, Cartumal defends her research proposal to Felora.

As the newly admitted students leave the stadium, Cartumel is accosted by upperclassmen assistants of Arcanist Vestria. Feorge comes to her aid as Cartumal decks one of the assistants before the brewing conflict is broken up by instructors. As the upperclassmen leave, they promise that Cartumal will never complete her studies.

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.