Uir

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.

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Session 1 Fiction Recap

Session 1 Fiction Recap

The afternoon sun broke through the leaves above, leaving dappled shadows on the place beneath. Four figures stand next to a break in the trees, on the right side of a well-worn path heading to the Adharc Moutains.

“Here.” Martin announced, his eyes fixed on the tree break. “This is where the Dwarves said they were attacked.”

Rajula eyed the path and the surrounding forest. Something seemed off – she couldn’t put a name to exactly what it was, but the overwhelming feeling of being watched, honed by time spent traveling in hostile lands, would not leave her alone. Cautiously, she began to advance.

Mordai idly plucked a string on his lute, his rakish smile never wavering. Ever since the group had paid a visit to Tired Winter, the old Ahlak living on the outskirts of Souspierre, he had been working on a wicked tune about cowardly bird-men and bulls to old to back up their bluster. He was just about to give voice to the first verse when the still air was shattered by the eerie sounds of a baby crying.

Ser Jareth, who had barely spared his companions a word, spoke softly. “That’s not a true human child screaming.”

No one in the group questioned his certainty…

Later…

The ground erupted at Martin’s feet, roots breaking through the old mosiac tiles he had been standing on near the ancient well, surrounded by worn statues. Vines and creepers reached up to grasp at him, under the command of the strange bird-man wizard who stood thirty paces away. Martin freed his axe and began hewing at the ensorcelled plants, fighting his way free. He could hear the sounds of combat to his right, Ser Jareth going blade-to-blade with one of the creatures as he rushed from cover.

Suddenly, two of the creatures rushed Martin and his world became one of singing steel as he fended of his attackers with his shield and axe.

Mordai, hidden behind a statue and rough brush, suddenly sprang into view, rushing headlong into the middle of the field. Calling on his arcane knowledge, he cried out “Sleep!’, his voice cascading over the bird-man wizard and his accomplice who had turn to flee towards the looming, broken temple on the hill to the north. His voice echoed with the words of the First Tongue and both bird-men slumped to the ground, overwhelmed by his command.

Ser Jareth took the measure of his opponent, closing the distance quickly. It appeared the strange creature before him looked clumsy and unsure and he decided to end the fight quickly, perhaps leaving his opponent alive so they could find out what was going on, and who the strange, unconscious human woman he had found while silently maneuvering through the ruins was. Jareth aimed a kick at the bird-man’s knee, striking at his sword at the same time, attempting to disarm his foe. However, his opponent was quicker than he had given him credit for and the riposte he received slipped past his guard but was defeated by his mail. Feeling the breath leave his lungs as his vision swam, he briefly wondered if he had a broken rib, and gathered himself for another pass at this suddenly dangerous foe.

Martin found himself hard-pressed battling two foes, thankful his strong steel shield stood between them. He kept one to his left, on his shielded side. Suddenly finding an opening, his axe bit deep between neck and shoulder of one of the creatures, which let out a gurgled, croaking gasp as he wrenched his axe free, turning to face his remaining foe.

Rajula strode out of cover, the elemental magic she had been trained in swirling through her form. She could feel the elemental balance around her, the vibrancy of the plants, the strength of the stone, the age of the hills – but none of these was what she wanted. She drew deep within herself, held out her right hand, and spoke. Instantly, a swirling vortex of flame swirled from her palm, catching the bird-man fighting Martin. He was engulfed instantly, howling as the flames burned feathers, armor, flesh. Rajula’s expression changed as she suddenly became aware of the intense suffering she had caused, suffering mercifully brought to an end by Martin’s axe as it cleaved the head of the bird-man, silencing his cries. Rajula and Martin looked to each other, their eyes meeting for a moment. Slowly, Martin nodded.

Ser Jareth pressed the attack, and as steel rang against steel, he could not help but find himself enjoying it. Despite the penance, despite the guilt, despite the knowledge, he could not deny that here, facing another living being in mortal combat, was where he felt the most alive. He almost felt torn in two – a compassionate and logical mind that found violence abhorrent and wished for a clean end and a maniacal butcher who delighted in the fight. Suddenly, there it was, an opening. The world slowed for Jareth, just for a moment, just long to savor the motions. Right hand close to the hilt. Left palm on the pommel, prepared to push. Hips sink. Feet lining up, his powerful legs braced for the the thrust – and then the thrust itself, right into that opening, clean – elegant – pure. His blade pierced the armor the creature was wearing and powered by his perfect position, great strength and deep training, did not stop until it pierced his opponent cleanly, running him through. The bird-man dropped without a sound, his red blood dying the grass. In the back of his mind, Ser Jareth heard his own voice, chased with anger, a lingering memory. “.. another falls.

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Session 1 Factual Recap

Session 1 Factual Recap

The session began with Market Day in Souspierre. It is the 13th day of Ailhad (Also called Second Seed, what we call May) and it is Satharne (Saturday). The priests called the day a Holiday according to the moons, as tonight there will only be one moon in the sky – Mios, the second largest. Luan and tiny Re are new moons for the next two nights.

As part of Market Day, Dwarven representatives from the Blackrock clan that lives in and around the Adharc mountains made the journey to town. The party was lead by a familiar face, Bruenor, an older Dwarf known for the purple birthmark which covers his left cheek, disappearing into his beard. He was accompanied by a younger female Dwarf, Hiln, who appeared to be a ranger or outdoorsman of some sort. She also has an Owlbear cub.

The Dwarves reported that, during their trek, they had heard strange noises and when investigating them, some of their party had been wounded by arrows. Since there were only five of them and two of them were wounded, the Dwarves chose to flee, heading for the safety of town. They were not followed, but they reported that other travelers had been attacked near that same part of the mountain road, deep in the forest.

Comte Arnot was very eager to have this put right, as Souspierre depends on good relations with the Dwarves in order to survive. He summoned our group of Guardians and quickly promised the Dwarves that our heroes would be able to fix the problem, before he just as quickly dismissed them, not giving you much of a chance to speak at all.

The group then chose to gather some intelligence and paid a visit to Tired Winter, an Ahlak living on the outskirts of town. The old bull was friendly, but hassled our group somewhat playfully. According to Winter, the strange cries and tactics reminded him of the “bird men”, but he was unsure what the name of them was in the Common Tongue. He advised the party that they were cowards, but to be careful.

Gathering supplies, the group took off and within a day, found themselves at the location of the break in the tree-line along the road that the attack had taken place. Martin quickly spotted a very rudimentary pit trap right in the way, but as he went to investigate, the sound of a crying child echoed through the wood.

Mordai was able to sneak into the woods and spot a Kenku making the racket. Drawing on Winter’s statement that they were cowards, Mordai and Rajula combined their magical skills for a little hocus-pocus, shaking the ground while demanding the Kenku step forth in a loud, god-like voice. Properly frightened, he did.

The party found out the bird-men can understand common but cannot speak it. Instead, the only thing they can do is mimic sounds that they have heard. After some back-and-forth, they found out there were several more bird-men ahead. The group decided to let this one go and he fled, through the woods, away from the old, broken temple complex that lay up the hill in front of them. When Rajula destroyed the pit trap to prevent anyone else from falling into it, she noticed deep claw marks scoring the walls. The Bird-men had apparently captured something!

Moving into the ruins proper, they discovered this used to be a large temple to Belenus, one of the Righ An Dul, the God of the Sun and battle. The main courtyard had a large temple complex to the North on a hill, another large complex to the South mostly taken over by trees, with smaller outbuildings to the West and East. Our heroes entered from the East.

In the middle of these buildings was a large courtyard, in the center of which is a covered well, surrounded by cracked and broken tiles that once formed a mosaic, framed by statues, well worn with time, one of which has collapsed. Several kenku surrounded the area, and the party battled them.

Martin killed one, Rajula and Martin killed another, Jareth killed one and Mordai put two, including the spellcaster, to sleep.

While crawling through the ruins to prepare for his attack, Ser Jareth found a young woman, beaten, bloody and unconscious, wearing fine clothes.

As it we left it, the party had just finished combat and needs to decide what to do with two unconscious kenku and what to do about this unexpected unconscious woman that was under guard like a captive.
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