The Party
Session 5 9/17 [1/15/17]


Despite their original intentions the party was unable to depart Crossport before the gala ball for a group of dignitaries from the capital. Lady De Burgh arrived just in time for the festivities, and she, along with decorum, required the majority of the party to attend. While all had received invitations, only Briggs truly came of his own volition, arriving to the party with a barrel of fine gin and an enormous grin.

The formal ball was officially to receive a delegation from the king, which included Bancroft the Roofer, the King’s step father, and the King’s older brother Eliot, a young warrior with dreams of being a knight, but without the station or connections to make it happen. Along with them came a gaggle of mid and low born nobles from the capital, sycophants looking to curry favor with the King’s familial advisors, as well as a team of beautiful white horses that had been purchased by Sir Gaius Weland for use by the party.

The party began as a traditional, boring affair with long complicated entrances and announcements presided over by the Countess. Briggs’ alcohol and Bancroft’s demeanor made for a loud combination, but what stole the show was when the lizardman Zyphon entered the party unannounced and struck the Countess. Dazed and humiliated, the Countess listened to the angry lizardman’s tirade about how she treated her staff. The whole episode resulted in the Countess being the laughingstock of the party (and likely the country) and one of the Countess’ staff being taken in by Bancroft to be apprenticed as librarian in the capitol.

During the party itself, Eliot talked with T’karska, asking about becoming a squire to Gaius Weland, however it was anounced that Gaius and most of the remaining men at arms of Westmoreland were being called upon to move north and shore up the nation’s border with the Tearolian empire. Bancroft had announced that private slave catchers were crossing the border in pursuit of their quarry, and the extra men the Countess was providing (meaning almost exclusively Baron Siegfried) would put a halt to it.

Eliot also talked a great deal with Zyphon, stating that he had never seen a lizardman before. The young man and the lizardfolk hunter talked in the stables for much of the night, until Aurelia suddenly started shouting and cursing around the corner, where she had absconded with a pretty blonde girl moments before. Gaius was bringing the rest of the party out to view their ‘horses’ and arrived just in time to hear the cries and see the gorgeous white horses shift into horrendous horse-like water monsters that the Losslake was famous for, Kelpies.

Masters of luring victims to a watery demise, the Kelpies could take many forms and overpower a person’s will to make them approach, as one did with T’karska, taking the form of a handsome Nagaji man. Baron Adelhelm ran to Aurelia’s side, and attacked the Kelpie who had ensnared her with a vehemence that his rapier did not survive. Aurelia, for her part, had quickly escaped the monstrous fae’s clutches on her own, and absolutely did not need to be saved. At all. Not even a little bit.

Zyphon, Briggs, and Lady De Burgh, aided by Alejandro in defense of his bewitched master fought the Kelpies tooth and claw, blade and axe until all of the foul creatures lay dead at their feet, the party’s guard arriving well after the last beast lay slain. The locals were not surprised by the event, many of which bear a strong superstition against horses for this very reason.

The formal event did not last much past the fighting, and the guests split up to go home or to various ‘after parties’ such as when the Baron Siegfried went to the home of Baron and Baroness Dragonridge to bemoan his lot over a bottle of fine spirits. The most raucous of the subsequent parties took place at the ‘Heaving Sternquarters’ the rowdiest of Crossport’s bars that caters to its transient sailors and river ferrymen. Led by Briggs and his barrel of gin, Bancroft, his son, and much of the noble hangers-on followed to the rowdy little bar and brothel. Zyphon followed as well, having sensed something off about Eliot when talking with him. Zyphon’s persistence revealed that Eliot was not who he claimed to be but was in fact the child King Lloyd examining his land in secret. The two talked some more, the young King fascinated by the honest wisdom offered by the strange lizardman. At the end of their time together, the King made a promise that he would support Lady Aurelia’s push for an independent kingdom, but warned that other nobles in his kingdom might resist such an effort, with force.

With the party over, the Kelpies dead, and the Honor of the Moritz family and their matriarch well and truly destroyed, the party assembled and began their journey over the wall and into Westmoreland, to make the land their own.

Mephits in the basement!
Session 4 9/12 [1/1/17]


The party returned to Crossport aboard the Cygnus, to much accolades from the locals for clearing out Six Points. Their packs heavy with treasure, the party quickly began to peruse the adventurer markets of the city for equipment in preparation for their journey to Goblintown. Although they had intended on a speedy departure in order to avoid an upcoming formal event, Lady De Burgh traveled east with her family to consult an oracle regarding their turncoat warriors. De Burgh’s absence forced the party to await her return before leaving again.

Briggs was offered a captain’s position aboard Llyr’s newest vessel. Zyphon returned to his witness, Zemo, to discover Zemo’s predicament regarding some stolen and butchered horses. Aurelia returned to causing trouble for her mother. T’Karska resumed her training with Sir Weland. Baron Adalhelm was welcomed home by his wife and family. _ (Wait, he has a wife?!)_

So warm was the Baron’s welcome, in fact, that he asked his wife what she needed. Sure enough, the Baroness had run into a problem when she attempted to summon a mephit to watch her children swim. She informed her husband that the water mephit went crazy and quickly summoned more of its kind, who in turn summoned additional mephits, until they burst through her wards and took over the basement. The Baron assembled the party to clear this nuisance out of his home.

Upon entering the basement, the party found not a group of mephits waiting for them, but a hole tunneled through the floor of the basement, leading to an ancient set of tunnels beneath the Baron’s home. Upon further investigation, the party found a great deal of necromantic ephemera in the remains of a partially collapsed workshop. Once in the tunnels, the party was attacked by a handful of mephits who had sealed the way further into the tunnels with a wall of ice. After a surprisingly brutal (and noxious) fight, the party killed the mephits, searched the ruins, and knocked down the strangely disintegrating wall of ice.

On the other side of the wall was the mephits’ enemy: a strange mummy that was mostly calcified into salt. The abomination was watched over by two salt mephits who quickly roused the creature to dispatch the party. Another surprisingly brutal battle ensued, with the salt mephits and the mummy forcibly draining water from the party’s very bodies. The party proved triumphant once again, earning a great deal of gold from the workshop’s canopic jars, a strangely magical sword, and additional square footage for the Baron’s home.

With the Dragonridge household secured, the group resigned itself to attending the upcoming party, as Lady De Burgh would be returning too late to avoid it.

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


Hooknose in Hitchingham
Session 3 9/9 [12/18/16]

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.

Six Points
Session 2 9/6 [11/27/16]


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.

Go get these guys!
Session 1 9/5 [11/20/16]


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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