Illuria

Tresendar Manor

While resting up at the tavern for their assault on Tresendar Manor a dishevelled merchant guard come running in. “It’s War!” he cried in common room. “Enmouth has taken Waybourne and is on their way to Jessarton!” A furious commotion ensued. The party listened some more to the talk, however, it soon turned out that very little of what was said can be taken at face value as nobody in this small pioneer town really knows what is going on that far away (a week travel to Enmouth with a good horse).

The party decided that, although important, this news doesn’t change their plans of storming the manor that night. There was some discussion about what it means for the Redbrands but, without more information, a proper deduction is impossible.

With the night approaching, the party gathers their gear and heads to the woods where the Halfling lad found a tunnel. Everything was quiet when they entered the tunnel and walked about a hundred feet before coming upon a large natural cavern. There they met the ‘eye monster’. A 5 ½ foot tall scaly, slimy creature with long claws, sharp teeth and a large single eye protruding from it’s misshapen head. The creature seemed to be able to see into the group’s mind and speak directly with the group. Feeling really creeped out, Aran shot at it and the creature fought back. In the end, the party defeated the creature but not before it had severely hurt She-Ra. Searching the cave the party found some treasure, including the magic sword ‘Talon’.

Looking around, the party came upon a secret door which led to some stairs. Those stairs led to another secret door. That door led to a small but well-appointed bed chamber. In the bed-chamber was a mage who wielded a glass staff. The mage attempted to flee but the group caught up to him just as he reached some Redbrand thugs. A furious melee ensued but the heroes were able to slay the wizard and the drunken thugs with relative ease.

After having searched the currently explored rooms, Miczor found that the chasm emanates a necromantic aura of magic.

XP: 260 once the party is done exploring the manor.

View
Carmel
Dealing with the Redbrands

V and She-Ra stayed in Carmel for a few days to dig up whatever information they could find about the Cragmaws. Unfortunately either nobody around Carmel knew about them or they weren’t talking. During this time they were harassed by the Redbrands and so they kept mostly to the Stonehill Inn.

They did meet Qelline and Carp Alderleaf. A Halfling farmer and her son. Her son told V and She-Ra about seeing a couple of Redbrands come out of a secret tunnel around the old Tresendar Manor, the old Lord’s manor that has fallen into disrepair over the last 30 or so years.

Miczor and Aran arrived back at the inn in the evening. They spoke about what had happened and went to bed. The next morning, the party planned to go to see Harbin Wester, the Townmaster. On their way there, they were accosted by a band of Redbrands. A furious melee ensued leaving the party victorious. They bound up the survivors and after a quick and furious dialogue with Wester, the party dragged the bodies into the woodcutter’s home across the lane. There they rested and interrogated the prisoner.

They learned that the secret tunnel is guarded by an ‘eye monster’. Unfortunately they weren’t able to get any more information about that. They also learned that the Redbrands were hired by the Black Spider and placed under the authority of a wizard named Glassstaff. They are in Carmel to scare any adventurers and nosey types away.

Having kept his part of the bargain the party reported his presence to Sildar who said that he would keep him in the jail in the Townmaster’s hall. After some conversation with Wester and Sildar, the party seems to trust the Peacekeeper, even though they have a suspicion about the identity of the missing Peacekeeper, Iarno Albrek. Sildar has offered a reward for clearing out the Redbrands. He’s offered a sizable reward to locate and disperse the goblins at Castle Crag as well.

The party decided to rest for the day and go to the manor at night.

Party gets 200xp.
See Carmel map in the Wiki

View
Wyvern Tor
Session 2.5

Rumours of the Orc raiding party must have spread like wildfire. On the three day journey to Wyvern Tor, Aran, Miczor and Vavavoom didn’t see a soul. Having tracked down the orc’s camp Aran took a shot at the lone orc sentry. The arrow missed and the orc ran into the cave.

As the three heroes charged the cave four orc came charging out. A furious melee insued between the four orcs and Miczor and Vavavoom. Aran was soon set upon by the orc’s ally, an ogre named Gog.

During the fierce melee the party defeated Brughor, the orc’s leader. At that point the rest of the orcs fled leaving only Gog to fight. And fight he did. Gog dispatched Miczor but then fell himself.

The party rested a bit then looted the cave that the orcs had used to stash their treasures looted from the countryside.

Each eligible* party member received 200xp.

*See house rules

View
Cragmaw's hideout
Session 2

After the goblin ambush, the party took a short break to dress their wounds. They then checked the surroundings for clues. They found a well used goblin path that showed that two people were dragged away maybe a day or so before. Assuming that the goblins had captured Gundren and Sildar, the party headed out to rescue them, leaving V to guard the shipment.

Traveling along the path Miczor found a couple traps. The snare he found with his eyes. The pit he found with the help of gravity.

Reaching the cave the party dispatched a couple of goblin guards and mounted one of the filed-toothed heads on a stick by the entrance of the cave. Inside the cave they found three vicious wolf which Vavavoom pacified with some soothing words and a haunch of goblin.

Traveling further into the cave the party dispatched another goblin lookout on a rickety bridge before he could raise the alarm. Aran scouted ahead to discover three goblins in a large natural room with two pools that were made by the goblins. Deciding to go the safe way and not tangle with the three unaware goblins the party heads into the goblin’s den and has a brief but nasty skirmish with six goblins. Three goblins had fallen but so had Miczor. At that point one goblin tried to use Sildar, who was held captive in the cave, as a bargaining chip to get the party to kill Klarg the hobgoblin in charge at the hideout. The party would have none of it and Sildar was thrown off the ledge, only to be ‘caught’ by by Aran. The rest of the goblins were dispatched with some trouble leaving the party pretty badly hurt.

Sildar, anxious to get to Carmel and safety, offer the party 50gp to escort him there. The party decides that caution is the better side of valour and leaves the cave before any more goblins return.

The party reunites with V and the next day they reach Carmel. Meanwhile, Sildar tells the group that he believes that someone named the ‘Black Spider’ issued orders to Klarg to capture Gundren and send him to Castle Crag. He also talks about what Gundren and his brothers believe to have found (see entry on Wave Echo Cave).

Upon reaching Carmel, the party heads to Barthen’s Provisions and deliver the goods and get their payment, insulting Elmar Barthen in the process. They then all got some rooms at the Stonehill inn, got some food and went to bed. All except Aran who spent most of the night carousing, having a great time and making some new friends, and Vavavoom who spent the night on the floor outside of Sildar’s room. During the course of the night Aran heard some interesting stories (see ‘Rumours’ Entry).

The next morning the group woke up and found Sildar breaking his fast. Vavavoom also found out that cutpurses were pretty active that night. The party then escorted Sildar to the Townmaster’s Hall and met Harben Wester, the Townmaster, who paid the money owed by Sildar to the group. Miczor then accepted a map from the Townmaster showing them the way to Wyvern Tor, a location where orcs are said to be causing trouble. The Townmaster implored the party to head straight out and deal with the problem and earn the reward. Miczor left the Hall after having insulted both Sildar and Harben.

The party then decided to head to Wyvern Tor.

Each PC earns 250xp.

View
A New Begining
Night 1

Having just decided to quit the wandering circus and join up with some like-minded adventurers, Foos asked a favour of V and Lily. If they could go to Upbourne and meet Gundren Rockseeker, he should have a job for them.

The group decides that money is needed to fund their grand adventure and head to Upbourne and meet with Gundren the dwarf. He explains to the party that he found ‘something big’ and he need the party to escort a load of mining goods to the frontier town of Carmel. He will pay them 10gp each for this service. When the party agreed Gundren left Jesserton with Sildar Hallwinter, a Peacekeeper, a day ahead of the party.

The party had left Upbourne on the High Road and their trip was largely uneventful until they turned onto the Triboar trail. After about half a day on the trail they came across the dead horses belonging to Gundren and Sildar. The horses were killed by goblin arrows. Possibly from the same bows that sprang an ambush on the party! The group was able to kill the ambushers without letting any escape. Once that was done they searched the dead horses only to find empty saddle bags and an empty leather map case.

PCs are each awarded 50xp

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.