The Buried Path of Yesteryear

The Temple of the One God
Session Three

The party began at the edge of the temple – they found out later it
is called the Temple of the One God – deciding what to do next. They saw a
couple of travelers approaching their way, heading more towards them than
the temple. They were met by an Aasamari monk and a gnome rogue, both of
which saying they were sent by the Prince of Shadows to offer aid (the
gnome, due to her one unique thing, thinks she is the Prince of Shadows and
was offering assistance). Each one offered information the party had not
received yet. The monk told them the zombies they encountered before were
made by the Cult of Yesteryears, a group of mystics that have learned how
to temporally infuse their magicks. The gnome rogue told them there is a
spy amongst the people of the Temple but she did not know who the spy is
spying for.
The mages noticed runes decorating the entire exterior of the temple;
protection circles, symbols representing magic, grace, hubris and
protection. The front doors had a symbol featuring one fist over top of
the other with a length of chain held between the two hands. The party
started discussing tactics when they noticed they were being watched. Elven
emissaries were standing outside to greet them, waiting for their
conversation to end. They are greeted and invited inside, told the name of
the temple and offered supplies for their journey.
The inside of the temple was luxurious. The native population was
mostly elves and half-elves with a smattering of humans thrown in,
apparently former barbarians that took to a calmer lifestyle. The PCs
learned this was a village with apartments, schools, taverns, diners, etc,
all built over the chasm in the top of the mountain. The locals were
dressed in fine linens, had expensive jewelry, and all seemed more than
willing to share what they had with the party (you could help yourself to
anything from the general store, you would only have to pay for it if you
planned on leaving the village). The place reeked of riches, apparently
these people were amazingly well off; at least they had very valuable
possessions, the party never saw any steel pieces anywhere.
The food they served tasted amazing, the ale was top notch, the best
in the world even. The monk asked about supply routes. Their guide told
them the supply caravan was about 8 days out. When the monk asked about
exports, the guide took him to a back store room that contained ale,
spices, food, and mastercraft weapons. The guide told them that when the
temple was built, it was constructed by the worshippers of the One God and
they attracted a good number of the best artisans in all of Solamnia;
artisans that whiched to join to true faith and avoid the heresies of
Solamnic religions (and let’s not forget the party is here quested for a
relic from one of these so-called heretic religions).
The temple was built over a chasm at the top of a 200 foot tall
cliff. The front portion of the temple was built going down over the side
of the cliff about 10 stories with very strong support beams and magical
bolts dug deep into the wall. When the party was given private quarters,
they were laid to rest in rooms on this overhanging partition. The mages
noticed a cloudbreak off in the distance, one they had seen while traveling
to this area, but now it looked a bit larger.
Everyone slept and had some of the most lucid dreams they have ever
had. Each one saw one of their Icons – the Icon themselves, not an agent
thereof – standing before the character and reaching out as if to offer
The next morning, the PCs noticed the native woman and children
heading off to breakfast, the men heading in another direction. The party
split here, some following the women and some the men. Those following the
men kept back, letting them get ahead. They turned the corner and found the
men gone, a symbol in the wall matching the one on the front entrance. When
those that had gone to eat joined up with them again, they realized this
was a sacred symbol to the natives and it would only open if you bow before
it. Once this was open, they were walking into the chasm itself on metal
The men that had come before them were on other levels, walking in
line holding polearms with blades that looked to be dragonmetal. The rogue
scouted ahead and found caves inside the rock wall and derro – insane derro
and at least a few shamans – living inside the rock. The minotaur commander
charged and attacked, gutting one of the derro. The others that saw this
advanced on the minotaur. The wizards attacked with force bolts, which the
derro mistook as other attacks from the minotaur and kept swarming him.
The party was able to subdue the derro and keep one alive. That one
led them to the ground floor in the very back of the chasm which gave the
party a good look at what was going on.
There were dozens of bridges over top of them, each one with squads
of workers running along them with polearms. It was morning and parts of
the sun were blocked out by what they thought was cavern, but now they
could see it was a creature. Standing before them, shoulders tight against
the cavern walls, was a 180 foot tall koru behemoth, the workers were
cutting off scales to fashion into weapons, stabbing into it and draining
blood, they were taking scrapings off the scales to use as spices in their
food. The behemoth was held in place with Immovable Rods pressed
horizontally against its body that were anchored to the cavern walls on
either side.
They heard the derro refer to the natives as the conquerors. The
behemoth seemed smaller and younger than any of the other known ones. Did
this mean the behemoths were mating? And this one was hundreds of miles off
its migration route. How did it get here? Did they lure it here?
The party’s captured derro told them his people had been living in
the rocks for generations, which told them there were hundreds in hiding.
They negotiated an alliance with the derro shaman. They were going to free
the behemoth knowing full well once it stepped forward it would tear
through the village at the top of the cliff.
The mages ran to the top and told the women to run. Most seemed
mortified that the travelers would consider freeing the One God; some
thought it impossible, some thought the One God was where he wanted to be.
The white robes cast lightning bolt in the village to scare people off, to
make them run. Some gathered items and ran, others grabbed weapons and
prepared to protect their god. The red robes noticed that the cloudbreak
was now ever closer than it was when they awoke and angling down. It seemed
on a direct collision course with this village.
Down below, the battle started. Derro were attacking the natives,
natives were falling from great heights. The derro would occasionally
launch a random attack at the minotaur because they never said they would
ally with him.
The mages returned down and magic missiled the mounting brackets
holding the steel cables that were tied to the immovable rods. Once enough
damage had been done, the behemoth could move forward. The mages also
noticed that after they had cast spells, the cloudbreak moved faster,
lining up with the temple now.
The behemoth took the first steps it had taken in hundreds of years,
each step causing tremors, the Temple falling as it moved through the glass
and steel. The party was able to run under its legs and get outside the
cavern and down the river out of the way as the miniature behemoth
increased its pace and took off towards the migration route, what was once
the Temple of the One God now a pile of rubble where the behemoth had
previously been imprisoned.

Next session: the Sunken Citadel

From Lusid to Hylo
Second Session

We left our adventuring party in Hilfort with them witnessing events they could not yet understand. At the beginning of this adventure, they made it to Lusid and joined up with the rest of their party; a kagonesti wlid shifter druid and a minotaur Commander (one of my favorite additions from 13 True Ways). Having been briefed on the mission, they embark to Hylo on a steamship piloted by Tinker Gnomes.

Once in Hylo, they found a theological college and the local high priest of Mishakal. He told them the Disks are not there, that they were kept at Xak Tsaroth during the War of the Lance up until the point the draconians attacked. It was during this attack that priests of Mishakal were moving the sacred artifacts along the temple to avoid the draconians. Seeing few options, they summed dimernesti elves (sea elves) to the shore to help them. Being followers themselves, the Dimernesti elves took the Disks to a secure location. That location is known only to the Dimernesti, but the priest knows that they will attend a shrine on the Schallsea island in Newsea here soon. The priest agrees to help them charter a private boat to the island while they head into town to recruit more help. The priest steers them towards a cleric student at the temple who knows the teachings of Mishakal and could be a benefit to the party. They agree to his aid, but also believe they need someone skilled in “infiltration.”

At a local tavern, they meet a Qualinesti elf who is very charismatic and has fast hands, he was able to sneak up on the minotaur in the tavern. He is a rogue looking for a challenge worthy of his skill level. After hearing them out, he agrees to help for an even share of the coin and a greater share of the spoils. They agree.

Since the party was going to have to interact with sea elves, the red robes mage amongst the party decided enchantments were in order. With the help of the white robes and a cleric or two, the red robes mage enchanted a collection of sea shells into the shape of a chalice that was imbued with the ability to grant water breathing and also to create water. The quirk of this item, as the mage was beginning to understand, was that it gave the user an increasing desire to be in the water.

The next morning, they are shown to a nondescript fishing boat with a minimal crew. This is their ride to Schallsea.

On this journey, the minotaur commander overheard people on board mention a rumor spreading amongst the lands, that the Wizard King, the first Emperor (of course, this means the Lich King) is entertaining those that wish to have an audience with him. Safe Passage is guaranteed, and you might even get him to grant you something. Since he was the first emperor, he would have been alive during the periods of history the party is trying to get answers for. The Minotaur kept this information to himself at this point.

At Schallsea island, they find a large statue of Mishakal carved into rock hidden behind a waterfall and near a dozen Dimernesti praying to it. The party disembarks the boat and makes their way towards the priest amongst the Dimernesti. Seeing a minotaur approach, the Dimernesti take them to be pirates and get into defensive stances. It then becomes clear that a good number of these sea elves are mystics; water casters, sorcerers, etc. The cleric displayed his medallion of faith for Mishakal and spoke on the party’s behalf, the rogue suddenly nowhere to be seen (you have to love how 13th Age handles rogues).

Through diplomacy, the sea elves tell the party that they never fully trusted the “surface dwellers” with something as sacred as the Disks. They were swan into Sable’s Swamp and down the rivers into the Plains of Dust and around the large corner to a sunken citadel that predates the Cataclysm, the same place the Masked Mage was rumored to have visited. The Disks remain there to this day, as do all the traps the sea elves put into place to protect them. Only the pious will make it to the Disks, they made sure of that, but to keep things interesting they stashed various items along the path to the Disks, such as various oils, potions and weapons, etc. The party will be faced with things that can help them and things that can destroy them along the way.

Looking at a map gave the party a decent idea where this citadel would be at. They discussed many different ways to get there including using the Overworld, traversing the Khalkist Mountains and asking the dwarves for assistance, etc. The minotaur then mentioned what he had heard about the Wizard King granting audiences. This was discussed and almost the chosen tactic until the red robes mage decided to use his Icon relationship roll with the Great Gold Wyrm. Spirit servitors were summoned a given a message. The following day, dragon riders with Imperial markings showed up to give the party a ride to the citadel (when the rogue stepped up to his dragon, he spoke with the rider for a few minutes, the rider nodded, and the rogue was allowed to pilot the dragon, something that is completely unheard of).

The party climbs on the backs of dragons and are flown to the Plains of Dust at that crook in the river the sea elves told them about and are left here. The sunken citadel they are looking for is further on, the dragons saw a temple and assumed they wanted let out here (the Icon relationship roll used here was a 5). The temple they have been left at is rather regal, on the top of a 200 foot tall cliff, rises up over a crevice in the cliff and extends down over the edge of the cliff. As they approach the temple, an earthquake shakes the ground they walk on.

The Adventure Begins
First Session

The first night out for our party saw them begin with two wizards – one white robes, one red robes – and the barbarian entering the city of Gmynned in Northern Ergoth (yes, this 13th Age game is using Dragonlance for the setting). Word has gotten around that the Tarmack, a race of 7 foot tall humanoid barbarians that live on a continent to the north, have been seen outside the busy cities of Northern Ergoth raiding shipments of weapons on their way to a local blacksmith. This is too far south for the Tarmack, and how could they have gotten down this far without anyone having seen them?

Couriers tell the party their presence is requested by the local governor. They arrive at his estate and immediately tell him about the rumor of the Tarmack, which he promises to investigate (he dispatches Knights of the Rose to look into the matter). He tells them there was a recent summit of the races at the home of the Emperor. There the Emperor, Dwarf King and Elf Queen all compared notes and realized that their versions of history do not agree with one another. They agree with what happened in the first three ages and the last three, but the time in between is recorded differently amongst the different races.

They tried to discuss this with the Great Library of the Ages in Palanthas, but there was a problem. Some human had run himself through with an obsidian blade sword and smashed his head into the door of the Library. He had cast a death curse upon the Library so that no one could open it until certain conditions were met, but he died before anyone could know those conditions. It just so happens there were no Aesthetics inside the Library when this happened and none have been seen since. The curse is keeping the Library closed and even the greatest magics of the Archmage cannot open it until the curse is lifted.

The Emperor, Dwarf King and Elf Queen do not like that their versions of history do not agree. To be in alliance with one another, they want to have a common history. They feel the only way to do this is to find a record written by the gods. The party is charged with finding the Disks of Mishakal, a record of divine arts, but also a complete recording of history written by the hand of a goddess. They agree none will question this version of history.

The Disks were last known to be at Xak Tsaroth when the draconians left the city in ruins. Legend has it that priests of Mishakal smuggled the Disks out while the draconians tore the city apart. One of those priests now lives in a temple in Hylo on the other side of Northern Ergoth. They are to travel to him to discover what has become of the Disks.

The party left the next morning heading south towards Hillfort to resupply. They found a village in the sands with a temple on either side of the city, one of Chislev, who has domain over plants and animals, and the other to Morgion, whose domains are pestilence and destruction. They noticed the village was patrolled by monks who had layers of dirt on their outfits. In the local tavern, they found a small number of people dining, but one man at a table by himself with no food or drink in front of him, just staring at his table. When they went to speak to him, he lifted his eyes, opened his mouth and sand poured out onto the table. Their first combat encounter: a zombie.

The zombie was dispatched only after the Escalation die hit 6. There was another one locked in the stables that the party released (by convincing the barbarian to break down the door) and then they set down for the night, ready to move on to Lusid in the morning to meet up with the rest of the party and a boat that will take them to Hylo. The boat, as it turns out, is a steamship crewed by Tinker Gnomes. This should be exciting.

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.