Illusions and Dead Things

That one ring...
I know I put it somewhere...

Lorat the gnome replied to Vinues’s note with a large and stylistic “NO.” When questioned he explained this was due to his failing health, which in turn was due to his failing to keep his hands on his ring, or vice versa. Arumeaus and Kara decided to see if they could turn that “NO” into a “PUDDING” by retrieving the ring.

They gated to the town where Lorat had been ambushed and had the ring stolen, Pendine in the Gewold Mountains, to visit the Darkamorf gang. It didn’t take long for the pair to draw the attention of the gang, quite simply because this was a small town and they were asking about the gang.

They were met the next morning by several “humans” claiming to be the Darkamorfs. They said they knew of the ring, but could not tell the gnomes its location without trusting them. In order to gain their trust, they set Ara and Kara on a mission to put their names in a book, under the tavern. They were led to the entrance of a maze. After killing a mockery monarch, a set of salamanders, a dearth of devils, a herd of hezrou, a gang of golems, and a destitute dragon… they figured out what they could have done to not have to fight any of those things, and found not only the ledger, which imparted to their minds a symbol, but also the ring, and a key. Also, a Nalfeshnee appeared, said something ominous, and then disappeared.

They returned to the surface and learned they were now welcome in the town of Pendine, and anyone will know that if they think of that symbol and their name as they speak to the villagers… townsfolk… hamletians… tribesmen… plebians… bergers? Diners.

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Stuff so Far
(To be fleshed out later)

Arumeaus was summoned to help find what happened to Sumgai!
He had The Abhorsen help!
They were teleported to a cave full of Undead, Aberrations, and Constructs!
They found a big pile or treasure!
A lady offered to teleport them to her master who owned the treasure!
They did!
They talked to Vinues, who is really a Dragon of the Great Game!
He gave them a message in a bottle!
The Abhorsen ditch the quest!
The ballistic gnome appeared!
The gnomes went to deliver the message to where they thought it should go!
They were impeded by eladrin and frost giants!
Now they’re in the center of an iceberg with someone yelling at them!

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Welcome to your campaign!
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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

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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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