Loot! (up to 2/5/17)


[[ If an item is in strikethrough, it is considered to be part of group loot and thus available to anyone who can use it. It is not being sold.]]


Who lives in a boggart under the sea?

5x Morningstar
5x suits leather armor
Canoe 80-100gp
Waterproof eel bag w/ gilt +100gp
- worthless paperwork
- garnets 450gp
- 300 go mixed coinage
- ring of swimming

= 3432g 5s


Kill the bunyip, kill the bunyip…!

1300 gp coins, gems, & gilding
2 scrolls
- gust of wind
- control water
Fan token
2x swan boat tokens

= 2750g

Danger Noodles!

Hand of the Mage
Wand of Floating Disk *40 charges
300gp coinage
900gp item collection (gold compass)

= 1212g 5s

Unda da Sea

Adamantine dagger

= 2250g 5s


Terrible Lizard!

3 sm longspears
30 sling bullets +1
3 sm exotic saddle
3 arcane scrolls cure lt wounds

= 21g 1s

This land is my land, and also this land, and you get no land…

1080 gp coinage
1 jeweled silver fishing hook 200gp
1 jeweled gold fishing hook 300gp
1 jeweled platinum fishing hook 500gp

4 boxes
- longbox w/ staff of supplication
= stabilize
= purify water
= 2 cure lt wounds
- cure mod wounds wand

- scroll and potion box
= 3 lesser resto
= 1 restoration
= 1 raise dead
- ratty worn gloves that fly and heal

= 2080g

GRAND TOTAL: 11,746g 6s/ 6 = 1,957 gp 7sp
DISBURSED 12/31/16



No Ritual Animal Slaughter of Any Kind!

3600 gp gold and jewels
Jeweled Star Brooch 1200gp
Bracers +1
Longsword “Salt Blade” +17 w/ 1d6 desiccated dmg = 2d8 on a critical (15000 – 20000 gp)

= 5300g


Or He’ll make you his mare…!

Chain shirt +1
Whip +1
Battle axe +1
3 scrolls
- calm animal

= 1885g 5s


Give a hoot about owl bears!

3 suits of sm mw leather armor
3 sm mw buckler
3 sm mw short swords
3 sm mw lt crossbow
60 bolts
Wand of erase (10 charges)
Oils, inks, paints, brushes, quills (600gp)

= 2124g


16 gp coins

= 16g

Hoppin’ and boppin’ to the crocodile rock

1 (3) arcane shatter
2 (3) divine soften earth and stone
3 (2) divine plant growth
4 (2) divine rusting grasp
5 (1) arcane transmute rock to mud
6 (1) divine transmute rock to mud

Wand of warp wood (50 charges)
Adamantine Pickaxe
8 tree tokens

A whole shit ton of druid spell components
750gp of crocodile pelt

= 14779g

GRAND TOTAL: 14779g 5s/ 6 = 4017gp 4sp


Session 3 12/18/16

(In-Game Date: September 9th)

The party requested to be dropped off about a day’s walk of Hitchingham, on the other side of Dragonridge. Thanks to Baron Adelhelm’s knowledge of his land, the party made excellent time and reached Hitchingham early the next day in a rainstorm.

Zyphon used his superior stealth and swimming ability to scout out the area, discovering The Cygnus, covered in oil and ready to be lit aflame. He also found eight troglodytes living in the remains of the town, with several constantly tending a bonfire which struggled against the rain. Zyphon also saw a group of kobold lizard-riders head out into the swamplands from Hichingham.


Once Zyphon reported his findings, the party moved quickly to track down and defeat the riders while they were separated from the rest. The riders turned out to be a coven of kobold witches, however they fell quickly to the party without the aid of their troglodyte companions.

The party then circled around and swam toward the docks of HItchingham, intent on putting out the struggling fire before the battle began. The party, with Zyphon’s aid, was able to swim stealthily up to the docks, but just as they approached, Lady Catherine’s dress got the better of her, and announced their presence. Despite this, Briggs was more than close enough to douse the flame with his Create Water spell, saving The Cygnus, its crew, and the treasures the troglodytes had stored aboard from a fiery demise. The troglodytes, led by the druid Hooknose, put up stiff resistance, but once the flying Hooknose had been snared in Baron Adelhelm’s net, the battle was over.

Not long after defeating the troglodytes, the group was approached by a dangerous looking party of lizardfolk and an ogre, led by a human knight in black armor. Recognizing Lady DeBurgh, the knight introduced himself as Halga, a man-at-arms once loyal to her family. Halga, however, now served the dragon, having become a turncoat along with fifteen other DeBurgh warriors, so that Maberax would spare their lives. Rather than attack the party, Halga allowed them to leave on The Cygnus and instructed them never to return. Weakened from their battle with the troglodytes, the party opted to leave when given the chance.

Along with the gratitude of The Cygnus’ remaining crew, the party acquired the Countess’ healing supplies, which were many and powerful. Mixed in with them was a strange pair of gloves, in ragged condition, that animated and provided additional, albeit weak healing abilities. With all that they had been sent to retrieve made safe, the party set sail for Crossport, arriving in only two days.

Session 2 11/26/16
Six Points


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.

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.

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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