Borders of the Imperium

Session 2
On the hunt

The province of Isaristan in on edge, and even behind the fifty foot high walls of the capital there is unease. The streets are awash with the pelts of hyenas and jackals, but traders are still nervous and do not leave without heavy escorts. 

The adventurers of the Wayward Chimera are again sought out by the mayor, but this time to summon them to the Governess herself. She muses how such a crowded space as the Wayward Chimera could accommodate a secret room upstairs, unless of course it had appropriated space from the adjoining smithy which has been abandoned for several years. And, of course, this would mean that the landlords of the Wayward Chimera had been squatting on abandoned land for several years without paying taxes. However, an agreement is possible. From her balcony overseeing the city and beyond, she tells the party that the wine rich town of Nariswar been attacked. Thanks to the vital information on the gnoll threat, the town had begun raising a militia and constructed signal towers to call for aid. Ill trained as they were, the militia fought with everything they had to protect their homes and families. Fighting desperately, they held by a thread just long enough for cavalry to arrive and drive off the gnolls. In the scrum a gnoll leader was identified before fleeing into the dense brush. If the party tracks down and kills the packlord the governess agrees to forgive the party the taxes and squatting charges that are outstanding and will even throw in the deed to the abandoned smithy.  

After securing some supplies the party sets out to Nariswar. There, every one with at least one functioning hand is hard at work building a palisade around the town. The party meets with Lata, the closest thing to an official the town has. She tells them that many are dead, and some may not survive the night. Seeing this suffering and death Ulfgar, the parties cleric, gathers the wounded around him and kneels in prayer. Wounds close, broken bones are set. After their darkest hour, the gods have delivered them grace.

The next morning the party sets out to track the packlord. By mid morning the party comes across another pursuing the gnolls: he is a shaman named Yetu, and he informs the party that their is a yet greater threat. Among the gnolls their is only one who can create more of their kind. Any scavenger that eats from his kills is cursed to become a gnoll. He is the Fang of Yeenoghu, chosen by the demon lord of the gnolls. More importantly, the Fang is alone. For now.

The party agrees to put aside their search for the packlord with Yetu as their guide. Just then there is a crash and a horse comes flying into the brush beside them, thrown clean through the air by some monstrous force. Parsevel the ranger slips into the brush to disclose the nature of this threat. On the road a wagon has been tuned over. The source is obvious: a towering troll, ugly as it is hungry, munches on the lower half of a humanoid corpse. Soon the parties element of surprise is lost and the battle ensues. Through flames and steel they wear the monster down until it is finally slain by a good old fashioned smack on the head. The monk Nim, now officially a trollslayer, gathers the creatures enormous nose as a trophy.

The party looks through the possessions of the trolls victim and finds it was a wizard, apparently fleeing from some failed experiment of his in the River Delta.

After licking their wounds and pressing on, the party comes across the Fang feasting on a recent kill with small hideous demons joining in the feast. A careful shot from hiding succeeds only in driving the quarry into the bush. Parsevel uses his ranger cunning  to chase through the deep brush while the cleric Ulfgar crashes through the brush just behind him. The monk Nim and the wizard Harry do not fare so well in the unfamiliar bush and soon the party is separated in a long line. Just then the Fang strikes out from the brush at the ranger, who takes a beating while his party catches up. Having no desire to take fight the reuniting party, the Fang again flees into the brush only to be snared by the shaman’s magic. A bolt of killing light from Ulfgar strikes out and stems the tide of gnolls once and for all.

After an extended rest the party presses forward to find the gnoll packlord, who it seems has retreated into a canyon. The canyon culminates in a cave and the party plots their assault but to noisily as arrows interrupt their committee. The packlord emerges to confront the party and his followers join the fray, their ferocity peaked by their leader’s influence. Nunchucks, fire and steel coordinated finally end the threat of the gnolls and no survivors are permitted to escape.

Yetu makes a request that the party use their influence to end the bounty on hyenas and jackals before the ecosystem is altered to the ruin of all, then takes his leave. The party returns to Isari with the head of the packlord and the nose of a troll in carry. From the first guard recognizing the scarred face of the packlord rumour spreads like brushfire.  

The Governess is good to her word and grants a pardon for the back taxes and squatting charges. The landlords of the Wayward Chimera waste no time getting their new smithy occupied and enlist Udo the armorsmith to be their new tenant. He agrees to work on armor for the party in exchange for free rent.

<meta />

View
Session 1!

In a poor neighborhood of the trading city of Isari sits a seemingly unremarkable tavern. The sunbleached paint on it's hanging sign proclaims it as the Wayward Chimera. Above the hearth hangs an old taxidermy head of a goat and lion on furry shoulders and apparently space for one more head. Some patrons whisper the missing dragon head never existed and the whole thing is poor forgery, while others loudly tell tales of a night where the head was stolen on a drunken dare. 

Into this establishment steps a worried looking high Elf with fancy but well worn clothing. He finds the server and quietly asks her "Would you tell the landlords that the mayor has arrived with special business and must speak with them at once?" The Elf is in fact none other than Mayor Karim and in a few moments  he is lead to a special room in the basement.

Waiting for him are four rough and tumble types, exactly what he needs. With minimal pleasantries he confides that two farmers who frequently make the trip from their settlement have not shown up for some time, and one of them is a friend of the mayor. This close to the border sending soldiers a field is a risky proposition and he requires adventurers to find out what has happened. For a moth's relief from property tax they agree and set about town to find what they can of the missing farmer. 

A day of investigations yields a wine contract, a drunken nine year old street urchin, and the name of a ne'er do well named Nirav. He is from the same town as the farmers, and is also conspicuously absent.  The party sets out to the farmers' village of Hafenghar.

There is only ruin. A corpse is tied to a stake in the village square, its torn clothes branded with the mark of an adulterer. In every home there are corpses.  Some tried to barricade themselves, others were caught completely off guard. Elderly. Children. None are spared. The bones are cracked and their marrow sucked out: scavengers have long since cleaned up the remains. The possessions have been ransacked.

In all this one thing stands out: a single corpse still has vultures feasting on flesh. His clothes are largely intact, dead seemingly from a single wound to the stomach. In his boot is a dagger inscribed with the name Nirav. 

The party spends a night, a day and another night in town to scare away only curious lions and monkeys. 

Upon delivering this news to the mayor he is aghast. Just this morning the farmers from the village of Elakar failed to show up at the market. There is no time to loose!

Two party members stay in town to make a planned rendezvous while the ranger and monk go on ahead to scout.

Hiding their horses in the brush 5 miles from town, they creep in to find a quartet of bandits going door to door collecting valuables. The bandits seem completely without worry, every door is already broken, there is no one to offer the slightest resistance. By its size Elakar must have had at least 30 people, how could these four have wreaked so much havoc with no apparent effort? Hyenas and jackals pick at the corpses: what ever killed these people did so only hours before.

The monk and ranger quietly split to pincer the bandits. All seems well until the monk hears the tension of a bowstring and the command to not move a muscle. Apparently in no mood to be captured, the monk dashes into cover and a skirmish ensues. The ranger exchanges arrows with a bandit scout, jumping from roof to roof to avoid being surrounded while the monk deftly brawls it out with thugs in the street.

All the while the scavengers continue to feed. They are bloated from eating and each bite looks painful to swallow, yet they tear away unabated. As it appears the party is gaining the upper-hand in the skirmish one hyena falls over, unable to force another bite. It's belly now touches the ground as it lets out a tortured cackle. The whimpering and whining builds toa crescendo that breaks the skirmish. The miserable beast lets out a final scream as its belly finally explodes, spraying gore all around it.

But it does not lay still. Claws emerge at its haunches that slough off the old torso to reveal a towering sinewy biped, the old face still there but the misery replaced with burning red eyes and fresh hunger. The bandits were the real scavengers, the hunters have returned!

The sounds of more bursting animals are heard in the distance and the heroes of the Wayward Chimera recall that discretion is the better part of valor. They flee into the thorny brush with their former enemies trying to desperately keep up. The ranger stops long enough send an arrow into the chest of the bandit behind him. As they continue to flee they hear screaming, then sudden silence.

Once at the horses they hastily make their way to the rally point and tell their allies, who are fresh from a shopping adventure in town, exactly what has transpired. The smuggler among them knows these creatures: gnolls! It has been nearly a century since they have been seen around these parts.

With the party reunited they return to Elakar to confront the gnolls. At the edge of the town a frontal assault ensues. The monk boldly engages the enemy only to find gnoll reinforcements pouring from the buildings. The unconscious monk seems certain to be torn to pieces until the cleric charges into the melee! Concentrated arrow fire and bloody blades finally prevail.

Upon return to Isari to inform the mayor they are rewarded with all the discretionary goods and funds he could summon on short notice. A bounty is placed on jackals and hyenas lest they turn into more gnolls while the mayor determines how he will control panic and, more importantly, inform the Governess. 

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.