West Aldin

Session 2
All Aboard the Bounty Train

After leaving the prison from which the party was kept, the group happened upon a human merchant being “escorted” by orcs. Obviously knowing that something was afoot, the party sprang into action, with Sariel initiating contact via his extreme sharpshooter abilities.

After downing several wolves, Rhogar deemed it necessary to commandeer the last one, and make it his own. At the same time, the party slayed the supposed leader of the orc warband, and watched as the remaining few fled in terror. One orc managed to take one of the merchant’s horses, and was quickly chased down by Rhogar on his wolf and crushed due to being tackled off the horse.

The party received free travel from the merchant as thanks, and they were let off in the town of Shivya. Rufus was suddenly compelled to endlessly pray for hours on end, so was not seen much. Rhogar spent much of his time in an inn room, writing For the Homeland .

While in Shivya, a large brigade of Waterbreech guards entered the town, with a mercenary cleric leading them. There was to be a witch hunt for the wanted killers of Archbishop Zigg Henrik . The party immediately put into action a plan to escape from the village. They managed to escape successfully, with Sariel able to slip a note to the head cleric, warning him that trouble was afoot within even his own guard brigade.

What will happen next? Will Lirian reach 7 feet? Can Rufus cast “detect magic” more often? Tune in next time, on Dragonball Z West Aldin!

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For the Homeland
Varkinstasz

(Written presumably during the downtime in Shivya)

While I have become somewhat fond of these interesting acquaintances of mine, they cannot quell my longing to return home.

I do not regret what I did there, even though under that bastard’s reign I was forced to flee. My life was good there. Not overly nice, but I had no complaints. Funding the insurrection was the best thing I’ve done in this simple life of mine.

Varkinstasz nowadays can only be described as a place of open war. I had hoped that through my help along with the help of other merchants, we could force those who reside in the far north out of power, but sadly we only strengthened their resolve.

The far north says it fights for the commoners, but the commoners underestimate the consequences this war will bring.

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Session 1
The Death of Steve

These will be fairly straight-forward for now, just to get the details down. Feel free to edit/rewrite these with more flair if you like.

The party [See the Characters page!] comes to in a cramped prison cell, stripped of their belongings. Though taken from different cities around the continent, they all have one thing in common – they were arrested by the Waterbreech Guard (or at least by individuals PRETENDING to be the guard) under suspicion of murder. The victim in question? The powerful Archbishop Zigg Henrik whom they had never heard of.

There is one additional prisoner with them – an emaciated old man. He explains that prisoners are periodically taken from the cell and down the hallway to the right. Screams usually follow.

Two guards stand outside the cell. They remain resolute and do not respond to conversation.

One guard is summoned away. The remaining guard identifies himself as Steve, a friend of Sariel, one of the party members. He passes her a key to the cell before being summoned down the hallway after the other guard.

Opening the door, Sariel scouts ahead while the rest of the party prepares to follow and convinces the old man that he still has something to live for. She is just in time to witness the death of Steve, who’s key-giving treachery was discovered by an unknown but scary-sounding villain in a side chamber.

The rest of the party catches up, though not very stealthily. They alert the guards, but are able to hide and then trick them into searching another part of the dungeon. Taking advantage of the distraction, the party raids the guard’s armory, recovering their gear and some loot to boot.

Breaking down the door to the previously mentioned side room, the party finds themselves in a large cathedral-like hall dedicated to N’zoth, the Six-headed Wolf, God of the Moon. After dispatching several mooks, the party confronts and slays the leader of the baddies! Though human on the outside, he carried some form of blessing from his god, granting him wolfish characteristics and frightening strength.

One mook surrenders after the fight – he and many of the guards were actually forcibly recruited to this band. It turns out that the party is NOT in prison, they are actually in a small fortified cave in the mountains, where a cult to N’zoth has taken root. He reveals that many prisoners were brought here from all over the continent, where foul rites were performed by the wolf-blessed to create monsters. The rites frequently failed, with gruesome results.

Alvor, the only party member who was touched by the leader during the battle, begins to experience strange hallucinations. The mook explains that he has been cursed by the slain priest – N’zoth whispers to him.

The mook and his (surviving) guard friends flee into the mountains – they have been freed from their conscription. The party heads out to parts unknown, seeking many things. Revenge, for fallen friends and false imprisonment. Answers, for new magics and old curses. Where will they end up? Tune in next time!

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Welcome to your campaign!
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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.

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