Roselands

Session 2 11/26/16
Six Points

800px-Paul_Jean_Clays_-_The_Day_after_the_Shipwreck.jpg

The party had set out to Hitchingham aboard a fishing vessel to confront the troglodyte Hooknose. Little did they know that for passage, Briggs had arranged with the Dock Council to stop by Six Points and clear out the dangerous rocky area. For nearly 2 years something had been luring ships near the hazard with a powerful, hypnotic song.

Despite the precautions of the party and the vessel’s crew, several fell under the sway of the enchanting tune. Only by dropping the anchor did the Baron save the ship from meeting its end on one of Six Points’ shallow reefs.

After steadying the boat, the party approached the largest spire of Six Points in their dugout canoe, believing it to be the origin of the song. They fought a set of three bunyips that were drawn to their scent. When they arrived at the spire, they were also set upon by a harpy.

The harpy fight took place on the spire’s steep slope. Despite the harpy’s flight advantage, the party brought her down. High in the spire, the party found a rocky warren, which contained the harpy’s mate, as well as two enormous sabertooth toads, known to Dungeoneers as slurks. Better prepared than in their first encounter with the song, the party easily resisted the hypnotic music, and slayed their foes. The harpy’s treasure, no doubt scavenged from the many wrecks they had caused, was divided amongst the party.

Not wanting to leave the area before they had fully explored it, the party convinced the ship’s crew to stay an additional night. They set out the next day to investigate two other places of interest within Six Points: an island in the reef, and a floating shelter constructed of shipwrecks.

The island held the remains of a scrapped lighthouse project. Within the site’s foundation and its discarded masonry blocks, the party found a group of goblin snakes and their viper minions. Despite being greatly outnumbered, the party dispatched the snakes and their masters, acquiring the goblin snakes’ wealth for their own.

Lastly, the party approached the shelter made of shipwrecks. The seemingly abandoned place in fact contained several traps and a single resident: an undine sailor who had been first mate of one of the wrecks. In exchange for rescuing her from her exile, the undine bequeathed to them some treasure and assisted with the reclamation of her ship’s sunken cargo, in this case much gold and an adamantine dagger.

With Six Points clear of monsters and their packs heavy with treasure, Our Heroes resumed their trip across the Losslake to Hitchingham, intent on confronting Hooknose.

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Session 1 11/19/16
Go get these guys!

2016-11-30-19-36-06--266458031.jpgIn game date: 9/5 -9/6

After 7 years and six months of exile, the Countess Moritz finally approached her daughter with a plan for Aurelia to gain her title.
Rather than explain her plan to her daughter, the countess simply instructed her to find five people and bring them back to her. Those people were:

Adalhelm Dragonridge: a fellow noble in exile, Aurelia found him fixing his roof and managing his many small children.

Zyphon: a Lizardman tracker who was found catching fish and seagulls with a friend.

Briggs: a dwarven sailor and cleric of the Wanderer, found tending to the Wanderer’s dockside shrine.

Lady Catherine: Aurelia’s friend and fellow young noblewoman, who left with Aurelia to flee from her betrothed.

T’karska: a Nagaji warrior sworn to Aurelia’s service.

Once the group returned to the countess, she quickly had her summoner attack them with outsiders. The group quickly ended the fight by threatening the summoner and countess, rather than fighting the summoned monsters.

The countess bemoaned the lack of participation in her ‘audition’ but explained her plan to have Aurelia claim her title, which involved retrieving a document left behind in Westmorland.

However, the countess had encountered a problem where healing supplies, brought from the swamps, were being held hostage by a Troglodyte band. The band, led by a former agent of the Countess known as Hooknose, were not only ransoming the healing supplies but also the ship and crew she had sent to retrieve them.

Despite the countess’ attack, lack of transparency, and inebriation, the party agreed to form as she had requested. Briggs secured transport to the abandoned fishing town of Hitchingham, where the band was camped out. To do so, he contacted the dock council, and an agreement was made that a ship would take the party to Hitchingham in exchange for them clearing out whatever singing menace had taken up residence in the treacherous rock formation of Six Points.

The party set off the next day. Shortly after casting off from Crossport the ship the party was on was attacked by boggards. The toad people were killed to a man and their wealth divided among the party, including a large dugout canoe.

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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

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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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