The Scourge of Andima

Recap of Too Many Secrets

Andima was changing, the ragtag group of allies had started to see it over the course of the last several months. What had set out to be a simple quest for wealth, success, knowledge, a little revenge, and returning one’s lost memories, has quickly turned into something more. Rumors, secrets and strange coincidences, it seemed to be happening all at once.

Two shards remain of the object believed to answer some great secret to the world (and restore Gailiod’s memories in their entirety), and both have been located in the city of Grand Landing. However, based on the information the elusive Third Eye had given, it sounds as though the Prince Kalmoris has been up to trouble in the same region. The mysterious ally advised they take caution, but allowing events to continue unhindered would place Andima into a timeline of chaos it cannot survive. Should the country hope to prevail, this shoddy group had the best chance to be heroes.

Pieces of a hidden story were starting to come together, but it was leaving just as many questions as it answered. One thing that was becoming clear, whatever terrible thing had happened in this land of desert and death, seems to have had a hand in the events currently unfolding. Wren, a seer of fate, has alluded to the events of the past being the reason the world is starved for magic, in addition to Gail’s knowledge of an entire race going extinct. All that remains with him is the advice to ‘go back to the bringing’, and access to a strange power, the Miracle Protocol, which is believed to have limitless potential…and limitless power.

A site, one of many in the world that hides away great magic power, had been located in the desert, but its reserves had somehow been entirely depleted by the mysterious three court leaders of the elans in order to create the first four of the secret race. Andima, with memories from the older party members and confirmed by an ancient dragon who had been trapped in the site chamber, was known to once be a rich, lush country before it became a wasteland. While he would not admit it, Ludo made himself scarce at the knowledge that his creation had a hand in the land’s death. But Adiel had not been a part of it, nor the other Elan. The dragon had no knowledge of them, leaving their creation a mystery still.

Devils, who have been known to primarily work on their own, have been noticed in far greater numbers working under orders. Many appeared to aid the bounty hunter known simply as The Man, known to be in Kalmoris’s service and currently hunting Roy and Noah, but left without a trace before their defeat assuming the hands of those he pursued. Roy had known the tyrant Fierna sought war, but from what the tyrant Levistus had answered, this was not her doing. Bold as she was, she would be a fool to act against him so soon. Instead, as Third Eye revealed, it seems as though another known as Belial has stepped into an unlikely and strange alliance with the Prince Kalmoris, the madman Darse, and the strange fate twisting hagwitch known as Oldina.

Elan, a strange race that had blended in so well to the country that no one knew they existed, has suddenly become Andima’s great threat as they are believed to be under the control of one powerful man, the Gentleman Prospara. While his motives remain unknown, the party has reason to believe he plans a warpath on the country based on Third Eye’s warnings. A man of self claimed perfection, and the power to do as he wishes, he appears to have a certain disdain for anyone who isn’t Elan, and keeps his race in line with an iron grasp.

Prospara, the Gentleman who had nearly succeeded in destroying the group the moment they met him. They had been locked within a prison of the mind, bound to his, where they witnessed bastardizations of their memories. But among them, they saw things that had not happened, or things that happened differently. While the prison was known to warp memories to torment its inhabitants, some of the group could not shake the feeling that perhaps some of what they saw were memories of another source. Prospara himself, even.

The Shava have been rediscovered in the group’s latest venture. While it had been believed for some time that the bracer Noah possessed did in fact belong to the ancient and forgotten rulers, is dominion over the temple in the sands confirmed it. Its full power had been brought forth, and its partner relic is known to exist somewhere. Skeega, the rough but civil stryx that aided the group across the sea, had told tales of the ancient ones, that holding all of the objects could bring the wearer unmatchable power…were it not for the fact one was said to be destroyed.

And what of Darse, the madman? Crazy enough to launch all out war against the city of Ventula, Darse and the entire battalion of Ruffians had laid waste on the city, but against all odds had been defeated. Darse himself, and the few survivors he had, disappeared into the night. The fight was said to never have happened, but in the end the group was able to save the city. They had made plans to seek him out and destroy him for good, but were set off course by Prospara stepping in. Darse remains injured and his location unknown, and after seeing his ability to drive people mad, one must hope he cannot rebuild his ranks. But his history had been brought to light. Claims that he had brought an end to the Kasathian race were only reinforced by the memories in Prospara’s painted world. He, too, had been created in the site chamber, but similar to Ludo had been deemed a failure by the Gentleman.

Ally to the group, Ludo, had been known to hide much about his past, deeming it irrelevant and unnecessary to share. However, with his brothers’ recent moves, it’s been made clear the extent of trouble he’s brought upon the group. Scholar Awol, who was killed due to his interactions with the party. Madman Darse, who launched war on a city to destroy them, and was still at large even now. Gentleman Prospara, who had them imprisoned and could not stop them from slipping out of his grasp, who now was on the move to locate them at all costs. While their views on the rings of elan conflicted in the past, both Adiel and Ludo were able to see eye to eye on the revelations: those within the rings were in danger thanks to those who rule above them.

Similarly allied with the group, the fatebound Wren, one who could see the paths of fate before they happened. One who had taunted the party long with information she knew but would not share, for her role as fatebound was to guide one to answers, not give them herself. However, as an opposing fatebound (Oldina the Hagwitch) acted in ways to change fate itself, Wren has devoted herself to aiding the group in ways that would put the land back on the right path. Guiding Roy into another source of power, alerting the group of the madman’s approach to Ventula, but she has grown uneasy with the answers gained in the site.

The group has completed its quest in the lost temple of the Shava, armed with much knowledge and with many options they must take. However, from the sounds of it, it appears they are running out of time to correct what’s gone wrong, if they want to save what remains.

The Journey So Far (pt 2)

The Journey So Far, pt 2 map

Starting with red and working up in the color spectrum. Black stars are teleport points.

It was perhaps the shoddiest group of individuals to ever work together in Andima, but their undertakings and successes had been numerous and grand.

After defeating a band of Strix that had been in possession of one of Gailiod’s treasured shards, in addition to freeing their captive allies Noah and Arro, the group meet Javlir, the Most Benevolent and Powerful shaitan. In return for breaking (accidentally) his home in a pipe, he made a new home in Arro’s gun while providing (somewhat) useful assistance.

Loot in tow, and fighting a strix, ambush along the away, the group returned to Tenuiclan for rest and recuperation. Shopping was done, reunions were had, and they departed for the town of Camara Canyon once more, before their final destination of Grand Landing.

As usual, the group was welcome to the home of Kamil, and his son Najib. They were more than happy to offer residence, and even provide a low key party, while the group listened I’m on a special broadcast by the elusive Third Eye. They also learned of their fleety allies, Ludo and Wren, who had both been following along due to ‘sharing similar goals’, however they were unwilling to share details to what that meant. Additionally, they learned of the secret race known as Elan, of which Ludo, Adiel, Awol, and several other acquaintances were a part of.

They departed to make way towards Grand Landing, however a chance encounter with an infamous raider known as Redliner gave them some insight to what a terrible decision that could be. They were chastised for being obvious about themselves, especially Noah, and should consider laying low if they don’t wanna get shot. They redirected their path to the library of the white cliffs.

Awol, scholar of the library, offered them rooms for one night, while the party went searching for different leads and knowledges. Come morning, they made their way West towards the hidden bandit city Blackclaw.

Upon arrival, they were promptly urged (read: nearly booted) to leave. Blackclaw was going to have none of their presence if they had Darse tracking them. With persuasion, he also allowed one night, but offered little in the way of help.

With little leads to go on, the group settled on retrieving another of Gail’s shards from the tropical peninsula, the Serpent’s Tail. As no sane sailor would ever stop there, Ludo and Wren suggested a contact of theirs who may be up to the job. They made their way to the harbour city Ceruanon.

The contact in question ended up being a rare civilized strix, a stern woman captain named Skeega who blamed Ludo for the loss of her most profitable ship. In return for replacing it, she agreed to take the group to the island they traced the shard to. Wren and Ludo departed the group, and the rest set sail to find the shard.

After wrestling with the jungle, saving a slave woman, and getting nearly killed by a dracolisk, the group finally arrived in the Naga capitol. Only by a chance letter from the Prince of Color were they granted pass into the city, believing the group to be merchants. It gave them the time needed to locate the gem. They bartered with a noble woman, who had the gem as part of her many herself adornments, and made a hasty retreat when the Naga began realizing they were not who they said they were.

Before being captured and most likely killed, they were saved by allies from the sky. Garuda, the warrior birdfolk of the mountains, had launched a timely attack on their mortal enemies. They gladly saved the group and offered them safe passage back to the ship.

Before setting sail for the mainland, Awol contacted them through the two way communication stone Adiel had been carrying. They listened with heavy hearts as Awol gave them valuable, but vague advice before being shot by Darse.

Arriving in Ceruanon, they find prince-approved wanted posters for Roy and Noah, offering immense amounts of reward money. That, coupled with the now imminent threat of Darse tracking them down, led the group towards the city of Ventula, where a radio broadcast center was located. There they intended to amass support to help against the inevitable attack of the madman.

Ventula, a well guarded city that proved difficult to enter, introduced them to several new allies. Eustace, the radio host who agreed to let them speak after winning a hot pepper contest, and Joseph, a city sheriff who shared being an Elan with Adiel. The group was able to make their announcement, Adiel and Roy being the primary speakers, and called for aid from various locations.

They were met with an ambush minutes after. The Man, bounty hunter who had a hit out on Noah, had come with several devils as backup. A shootout in the bar, that took to the streets for several blocks, set the city on edge as they disappeared before any proper damage was done. The group learned their next bit of bad news as Wren and Ludo returned: Darse had heard the broadcast, and was on his way to the city to wage war.

The group prepared to defend the city, while the majority of its inhabitants evacuated. Two days before the Ruffians arrived, gave the party little time to set up.

The fight occurred at midnight, flames that lit up the sky of the abandoned city. The Ruffians had zero concerns dying, and ended up causing as much destruction as they could by throwing themselves at the city. Darse himself led an assault on the group, and disrupted many of their fortified plans, but in the end he was forced to retreat via devil teleportation when reinforcements arrived, and he had been gravely wounded by the party.

After surveying the damage, and sent to the wounded, the group was offered an opportunity. Joseph the Lone Star believed this event could get his boss’s approval to send a hunt party to destroy Darse for good. Urged by an injured and desperate Ludo, the group agreed and made way to the foothills to meet with this boss.

It was a trap, and the party found themselves frozen in place. The man had been an Elan, a powerful one at that, and displayed a threat of power none had seem before: Joseph was mind controlled, the party couldn’t move, he hid his elan presence, and then forced them into a mind prison while keeping their bodies hostage.

The painted world, a grey landscape that Prospara was able to create to trap the minds of psionic beings, sent the group through a trial of attrition as they sought a way out. Ludo, who had been there before, led them, while Wren, a being of magic, remained in the real world. The painted world had taken on aspects to torture, dishearten, and provoke the party and what mattered to them most. Were they to run out of time, they would starve to death; what happened in the painted world affected their bodies, and vice versa.

After destroying the anchor that held them there, an entity that took the form of Gail’s lost friend, they awoke to find themselves in a dark, sandy ruin. Wren and to their surprise Third Eye had teleported them to safety. At a cost, of course; Wren had appeared to be injured and depleted of magic.

Third Eye shared with the party multitudes of information, focusing on the fact that Andima was about to change if they didn’t lift a finger to stop it. He had apparently been some strange creature, recognized as the same as the three that supposedly led the Elan. He confirmed he knew them, but was no part of their deeds.

Before them, a temple lost to the sand, the very same that Darse had been hiding out in. A temple that bore the mark that was also found on Noah’s bracer. Below them, they discovered, a temple that extended deep into the earth. There, they were told, they would find answers.

They descended into the ruins to find puzzles, obstacles upon obstacles to keep them from proceeding. Tricks of mirrors, riddles, and puzzles of stone, only by solving all were they able to descend into the final chambers, where they found loot, and an ancient secret.

A site, a location that seals magic behind it, but one that had been dried up and was no longer sustaining the country. Guarding it was a dragon, a long list guardian of Bahamut who had been trapped underground for millennia.

The site had been drained of it’s magic to create life, specifically four individuals that were the first elan. The site had been empty ever since.The dragon departed, half insane from seclusion and realizing what life it has missed, leaving the group to dwell not just on the information they now had, but the realization that they were running out of time to stop an unknown scourge on the land.

The Journey So Far (Map 1)

The Journey So Far: April 28th – June 17th
The newly formed ragtag group consisting of a Raider who should be dead, a rebellious Devil with a bigass ax, a blind bookkeeper because that makes sense, a weaponized amnesiatic tinman, and mister goodtouch badtouch, all set out together to assist Gailiod (aka tinman) in his search of his fragmented crystal.

The Journey So Far

1 – The group ambushes a raider gang that assisted in Noah’s revenge against groups of of raiders known as the Steelwinds and the Hellhounds.
2 – Upon returning to Blackclaw, they prepare to locate the rest of the Steelwinds.
3 – The group arrives in Dunner’s Pass and captures a Steelwind, learning the location of their camp.
4 – The Steelwind camp is destroyed and looted, the group leaves none (read: one) alive.
5 – The group meets the Hellhounds a short distance from the camp, where the Hellhounds agree to a peace with Noah.
6 – A quick return to Dunner’s Pass to restock for the journey to Blackclaw.
7 – Plans are made to return to the Crescent, and travel to the Library of the White Cliffs.
8 – The group meets the weary mayor of Whitecliff, a town recently razed by the chaotic raider lot known as the Ruffians.
9 – Awol the Keeper of the Library welcomes the group to stay the night, where they hear the mysterious Third Eye tell a moonlit tale of powerful beings among the land.
10 – After some well timed shopping and deal making, the gang is hired by a Riltarian dwarf to take him south, towards Camara Canyon, childhood ‘home’ for Noah.
11 – After a long, slightly interrupted journey, they arrive in the small, leisurely town of Camara Canyon, where the Prince of Colors known as Kamil resides.
12 – Pressured by Adiel, the group heads back north to visit the reclusive inhabitants Temple of the Blue Peaks. They meet a monk who’s about to take a dangerous task and asks for their help.
13 – The task the monk must complete is to destroy a dangerous creature among the local hillsides, a task that proves difficult but is completely without further casualty. A survivor is rescued.
14 – The group returns to the Temple, where the survivor is healed. Arro, a lost Xeph, has joined the party!
15 – A quick stop in Camara Canyon before continuing south to the city of Tenuiclan.
16 – Almost a week of vacationing. Booze, wrestling, food and bets galore! They meet up with two individuals, Ludo the Scoundrel and the Lorekeeper Wren. The group also manages to befriend the local drunk big brother, and aid in simultaneously destroying a dangerous devil and bringing honor to the town wrestling heroes.
17 – On their way to the Dead Ruins, Arro, Ludo and Wren in tow, the party meets a hermit among the desert. Bobby Joe, a babbling nutter with an unmatched skill in tinkering on dusters. Also known as the safest man alive, courtesy of every gang in Andima.
18 – After finally arriving in the Dead Ruins, and already encountering a plethora of dangerous creatures, the party settles down in a ruin to spend the night, awaiting another danger filled day.

Dates and Happenings

April 28th – Adiel, Gail, Viesler arrive in Blackclaw

April 29th – The group sets out to the canyon to ambush the bandit meeting

April 30th – Party returns to Blackclaw

May 1st – Party departs Blackclaw and crosses the Frontier

May 6th – Party arrives in Dunner’s Pass

May 7th – Party catches a Steelwind bandit, departs Dunner’s Pass, and arrives at the camp (late)

May 8th – Departs the camp at morning, meets with the Hellhounds, Afternoon outing in Dunner’s pass before departing across the Frontier, Catch first Secret Broadcast

May 12th – Secret Broadcast #2 (missed, Bane informed you of the next date)

May 13th – Arrive in Blackclaw

May 19th – Leave Blackclaw and head for the White Cliffs, Secret Broadcast #3

May 24th – Arrive in Whitecliff, arrive at Library of the White Cliffs. FULL MOON. Secret Broadcast #4

May 25th – Depart Library, arrive in Grand Landing. Meet the dwarf Izaak.

May 26th – Depart Grand Landing with Izaak.

May 30th – Arrive in Camara Canyon, meet with the prince and his son.

June 2nd – Depart Camara Canyon

June 4th – Arrive at Temple of the Blue Peaks, meet Master Toby

June 5th – Depart Temple, investigate ‘disturbances’

June 6th – Early dawn fight with the Devil’s Garden, night at the Temple

June 7th – Party departs for Tenuiclan, via Camara Canyon, escorting Xeph raider

June 9th – Arrives Camara Canyon, Kamil and Najib out on business. Secret Station Broadcast #5

June 10th – Departs CC

June 12th – Party arrives at Tenuiclan, meets Mother Gaia

June 13th – The group brawls with Raul, convinces him to return home

June 14th – Semi-Finals of the wrestling match, meet La Pantera and Jose Fuerza

June 15th – Fight with El Mano Muerte, glorious victory broadcast on the radio, epic city-wide party

June 16th – Recovery and shopping in Tenuiclan. Traded jewels for writs and cash. ‘Hired’ by Ludo and Wren to plunge Frontier treasure ruin. Rode out in early afternoon, slept, took off at about midnight.

June 17th – Fucking pre-dawn duster ambush – presumed remainder of the Steelwinds slain. Meet Bobby Joe the mechanic. Spend the night in the Dead Ruins.

June 18th – Explored several clusters of ruined buildings. Noah and Arro kidnapped by Strix. Murdered Strix. Giant pile of gold obtained. Bargain struck with Javlir the Most Powerful and Benevolent regarding pile of gold. Left ruins. Caught in sandstorm. Minor strix ambush. Good day so far.

June 19th – Rode through the night, reached Tenuiclan at dawn. Raoul is a recovering alcoholic now. Day spent sleeping and shopping.

June 21st – Depart Tenuiclan, arrive Camara’s Canyon. Low-key party with Najjeb.

June 22nd – Secret Station Broadcast #6. Big Discussion with Ludo and Wren regarding Elan society. Najjeb and others present.

June 23rd – FULL MOON

June 24th – Depart CC for Grand Landing. Encounter wrecked caravan train on the way. Meet Redliner the raider, take some free loot. Chastised for being too obvious – change route to back-roads, heading for Library.

June 25th – Arrive at Library, spent the night. Split up to search for various sources of information, recruit some of the librarians to help.

June 26th – Depart for Blackclaw

June 29th – Arrived in Blackclaw, promptly told to leave. Barter with Bane to allow one night. Group does some shopping and digging for any information on Darse.

June 30th – Depart Blackclaw, headed for Dunner’s Pass

July 2nd – Pass through Dunner’s Pass on the way towards Ceruanon.

July 4th – Arrive in Ceruanon. Group meets the Strix Skeega, a successful sea merchant who is bribed into taking the group to the Penninsula.

July 5th – Depart Ceruanon via ship, following the coast.

July 7th – Arrive at the island known as The Crown, Skeega gives the group four days before she will leave with or without them.

July 8th – Group meets a slave Vishkanya, encounters a dracolisk, and enter the capitol city of the Naga. Departure goes sour, and the group is saved by the Garuda attack party. Return to Skeega’s ship, and psionic stone message tells Awol’s death.

July 11th – Group lands in Ceruanon, Noah and Roy are wanted men. Make plans to head south to Ventula, where one of the radio broadcasts is centered.

July 12th – Encounter a scorched and destroyed Xeph village, with no survivors. Multiple footprints and duster tracks among the dust.

July 13th – The group is able to bypass the toll checkpoint with false papers, and gain access to Ventula. Lunch arrangements made with some Xeph refugees. Shopping is done, contests are won, and the group sits in on a meeting between the princes and the devil Levistus. Roy and Adiel do radio show. The Man shows up to crash party, everyone flees.

July 15th/16th – After two days of preparation, the group attempts a defence of Ventula against Darse and his Ruffians. Later that afternoon, they walk into the hands of Prospara and are captured in a mental prison. Wren and Third Eye make an escape for them.

July 18th – The group wakes to find themselves in a ruin in the desert. They solve multiple puzzles, learn of javlir’s past, and discover what is known as a site in the bottom of the tomb.

Welcome to your campaign!
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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.


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