Ghouls in the Temple
Fallen Angel

Passing through the next landmark, a ruined temple, the players discover that it is a Church of the Sovereign Host. One devoted to Boldrei.

Tyrand vows to press on instead of exploring it, much to everyone’s relief.

They move into the thickening mists, with Tyrand’s Mist-sight guiding them on. They do not get far when they encounter a couple of adventurers, who have a horde of ghouls on their heels. Though the ghouls only normally come out at night, the mist has made them braver.

They retreat back to the temple and look for a defensible position. Whilst the single tower is investigated by Mae, Tyrand discovers that the temple does indeed have a hidden Priest’s Alcove beneath the altar, just like the last old church of Boldrei they were in, in the Eldeen Reaches.

The party and their two new friends elect to retreat down into the chamber and seal the entrance above them. A single ghoul makes it in and is quickly dispatched.

They learn that the two adventurers are the human Druid, Ma’tallon, who is injured and the elven fighter/ranger Kaliandar, both of whom work for the Gatekeepers, one of the Druidic Orders of Khorvaire. The Gatekeepers are devoted to protecting Eberron from extraplanar invaders.

The two of them were sent to retrieve a book of Draconic Prophecy from a priest of the Blood of Vol, who was travelling in the company of some Dwarves. They caught up with him in Aundaire and retrieved the tome, only to have it stolen. They tracked the thief to discover that he’d passed it on to The Order of the Emerald Claw. They then tracked the Emerald Claw south into Breland, and thence to Sharn. They were originally a party of three, as they had a Puritan Paladin called Nils with them, but they had lost him somewhere in Fallen.

Mae recounts her meeting with the Emerald Claw and her recollection of overheard discussions about prophecy. She tells them that the paladin had fought with the Emerald Claw. Ma’tallon explains about Convergences – which are times when circumstances align and prophecy reaches a turning point. Once a Convergence has occurred, its outcome determines which sequence of prophecies will come true and which will become false prophecies. He mentions The Chamber, supposedly a group of Dragons devoted to understanding Draconic Prophecy; and he also mentions the Lords of Dust…

Whilst the remaining ghouls scratch impotently at the altar, trying to get in, the party explores the small chamber and the adjacent room. They break into a crypt belonging to an ancient noble family but do not plunder the richly appointed coffins. Tyrand finds among the ruined stores on the shelves of a nearby corridor, an pristine chest. Upon forcing the lock, they discover that it is essentially a box of Holding of some kind, which preserves any food that is put into it in an icy dimension which can be reached in the base of the box.

They gather bits of old furniture and start a fire in the ceremonial hearth of Boldrei, and start cooking some of the cold meats they took from the box, preparing to wait out the ghouls till morning.

Fallen Angel
Game #3

The players take a wide detour about the suspected Emerald Claw. Mae scouts it out the route. She meets -

Marazan Rikard
- Obviously from the Emerald Claw. He claims to be looking for a missing friend. A priestess. Mae senses a lie. Marzan was with a fellow Emerald Claw who was wounded, purportedly by Reavers. He mentioned encountering a Paladin of the Silver Flame. A Puritan. Perhaps because neither side is sure of the outcome of a conflict, they go their separate ways.

The players fight a pack of Shifters from the Bear Claws Clan, who Mae spots as they are laying an ambush. Some of them go bezerk. Nick Voltaire reveals he has some kind of magical gun. Oarsen enlarges Lady Zharn to twice her height during the conflict. The leader of the pack of Shifters escapes.

Game ends with the players having seen a temple ruin looming in the mists.

Fallen Angel - The Emerald Claw
Game #2

We left our peecees in Fallen. Mae had just overheard a conversation of some strangers from within the basement of a ruined building. She returned and warned the players.

What sounds like a prophecy is read aloud. The “second” one. Apparently the first had already been fulfilled.

“Child of Woods and Shadowed Stone
Above the ruins of Ja’Shaarat
Beyond the gate of fallen gods
By Shattered Angel’s longing Hand
The Scion of Banished Blood Arises”

“Well, plainly we’re above the ruins of Ja’Shaarat. And this is Fallen.”

“So we just look out for someone who doesn’t belong here.”

“Yes, Commander.” There is the sound of military boots moving away.

“Uh… Commander…? How long will we remain here?”

“Until we are recalled, Subaltern.”

Game ends at 2pm in the afternoon, Sharn Time.

Fallen Angel - The Beginning
Game #1

Selas runs into gumshoe inquisitive Nick Voltaire on the grounds of Morgrave University. They had met for the first time a few months previously when Nick gave him a bequest from Pater DuValier.

On the spur of the moment, Nick invites Selas to come and help him on a dangerous investigation for a local noble who had been robbed. Meeting with the rest of the family, they all wind up agreeing to come along as paid assistants to Nick.

The next morning they visit Silvervine Manor, the home of Kaelys Tela a rich Elven noble rumoured to be involved with the Aurum. They are escorted in by the huge Bugbear, Kurthan. Kaelys seems somewhat chagrined by the fact that they are all DuValiers. She reveals that she knew Pater and asks after his health.

Pursuing the notion that the intruders that stole the alabaster hand were Ravers, Nick and the players travel to Fallen, where they are dropped off by Sky Taxi by one very eccentric and cautious cab driver.

They unsuccessfully question some of the desperately poor inhabitants of Fallen before finding a lead. They follow an urchin into the realm of The King and his Castle of Miracles and then think better of it when asked to disarm and go upstairs to meet him. They are not attacked as they exit the two story ruin that is his “castle”. The urchin girl follows them out, seeming quite enchanted by Tyrand’s tales of Boldrei and she warns them about a band of Greencloaks (Emerald Claw) that are somewhere in the district, as well as the Ravers that inhabit the region.

They rescue Oarsen (a new player) from an attack of four Ravers from the Blood Drinkers clan and then travel on towards Blackstone Church.

We left our peecees at 11.30am in Fallen at Blackstone Church, having met the Priestess of the Silver Flame that runs it.

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.

In The Beginning

Our three intrepid students Lady Zharn, May the Ranger and Brother Tyrand, whilst trying to earn extra credits, went on an Archaelogical Excursion to the underrealm of Sharn.

More to follow


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