Lunch Wrecked!

To the Cave!

In the morning, a new group of people from the ship have come into town, this time to get defensive support for the ship as they were attacked by goblins. They consist of Trif the Guard, Maraph the merchant, and Lepran the Farmer. Trif expressed concern about Scorchtail, claiming he recognized them. Maraph asked where Altair was staying, saying he knew him, and did not seem to act on the information (for Dave, Altair met the guy on the ship, but doesn't know much about him besides his supposed claim as a merchant). 

Then the party left with the dwarves, off into the mountain. Although Oscar saved the party food, and the church gave them extra, and Marigold did pretty well in keeping a lookout, Scorchtail literally blazed a trail, unfortunately to the wrong location.

However, there was still a cave, and the dwarves went to investigate it, seeing if they can find any of the metal inside. Marigold, being curious, decided to have a look around and found a cart with some samples of Springvine inside. From there, she found a path to a seemingly light boulder that could be moved to supposedly open another cave. She was also able to determine that the cart had been driven south recently.

Aside from Altair and Baldric, the rest of the party went into the newly discovered cave, although they dropped the light flat boulder and cannot rest it up against the wall any longer. Once inside, they went down a long path that could have torches put up, but there were none on the walls. At the end, there was a wooden door with a screen that could be looked out of for a guard.

The party decided to knock on the door, and someone from inside told them to identify themselves. The party said the cart wheel was broken and needed help, and was told to fix it themselves. When Oscar said he tried but cut off his own hands, the man behind the door became curious and looked out the screen, where he was promptly charmed.

After being charmed, the man opened the door, and offered to go fix the cart himself, so long as Oscar keep his watch for him. The party decided not to keep watch and move deeper instead.

Inside, there was a 30×20 room that had a table and chair inside, with an archway that split off to either side. Oscar cast invisibility on Marigold, and she went right to investigate, eventually listening at a door she found not far down the hallway.

On the other side, she heard people working, and some metal clanging. She decided to look in the room, and saw one man barking orders to 6 others, 3 each tending to a row of Springvine. Behind the one giving orders was a table that had weapons that were accessible to the group if need be. She tried to sneak in, but shut the door a little too hard and the captain had 2 of the workers guard either door.

Marigold then went to the double doors on the opposite end of the room and found that each door had an arrow slit with an archer on the side. Around this time, Scorchtail, who was bored of rolling up paper to burn later, decided it was time to see where Marigold went and followed down the hall. When they approached rather loudly, they heard silence on the other side of the door as the workers prepared for a fight.

They knocked on the door, and Scorchtail open it, only to be attacked but was able to move out of the way, with the door unfortunately being slammed in their face. Still behind the door, Scorchtail decided to slam the door with fire from a nearby torch, knocking it off its hinges into one of the workers.

Marigold went around to the table, and took a match and started to burn the far side Springvine. The Overseer saw immediately and told a worker to bring water over there. Scorchtail summoned a sickle of fire and gashed into one of the workers, but was cut themself. Then Oscar cast Fear, causing one of the men to run to the back doors and start begging to be let through. This however, ended the Invisibility on Marigold, and the worker sent to put out the fire threw the bucket at her, missing and putting out the fire. She then tried to shapeshift into a Bear, but only had paws, which she used to slap the man to the ground and was kicked as well. Oscar, after identifying the boss of this group, teleported to him and told him to stand down, only to be shot with an arrow from the opposite room.

This is where we left off mid battle, with some of the party hurt. Garis and Cairan were not able to join in the combat, but will be able to put their skills to use in the next session. Below is a picture of the current layout of the dungeon.

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The Mayor and his Dwarves

In this session, the party met with the Baldric, a bard who knows Cairan and Marigold from around town. Baldric, concerned with the fire in his favorite Trinket shop, asks what is going on and what is happening. The party tells him, roughly, what is happening and switch their attention to the building, which townsfolk are currently trying to put out with buckets.

Garis, concerned about the safety of Gilbrand, quickly says a prayer and rushes inside. He finds Gilbrand asleep behind the counter, or possibly dead, and quickly starts to bring him out of the shop. He trips and falls, and drops the poor shopkeep into a fire near the door, but quickly grabs him and brings him outside and puts out the flames. Unfortunately, Gilbrand is dead, and it is difficult to ascertain whether it was the smoke or the fire that killed him.

The Mayor, a dwarf named Bori, walks up and asks what is going on, and escorts the party back to his office, where they tell him of the Cult basement and show him the pendant. The Mayor quickly draws an impressive sketch of the necklace and hands it back, and tells some scouts to head to the fort to alert the guard.

He also invites 2 dwarves: Gombar and Bulrak to come and help the party mine somewhere in the mountains. Cairan and Garis both go to the church to talk with Father Mannix about the cult, and hand over the drawing of the necklace. Father Mannix extends the invitation for a night's stay as well, and begins looking through the books. Altair declines and instead gets a free night's stay at a great hotel as the "Dignitary of Sandweech".

Father Mannix finds some obscure references to the cult, but Oscar finds, essentially forced into a book, a reference to a "Cult of the Old Gods" and shows the party. He finds some info about them, that they are well, old, and scattered across the world. 

The party then settles in for the night after discussing the cult, to set off in the morning for the Finder's Metal using the map they currently have.

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He's not such a bad guy, really
He is though, really

In this session, we played with only 3 adventurers, but carried forth what we could of the other characters' interests.

Using the Ledger and the items in the shop, Altair was able to find some useful items, such as a candle whose wax makes people tell the truth. He then convinced Gilbrand to let the party investigate the back room for the remaining items that were not indexed. During this conversation, Garis did some investigation of his own and found that nothing seemed particularly evil, although some things somewhat creepy.

Gilbrand eventually gave in, but under the condition that he first gets to go to the back room and move some items off to the side, which he was keeping for other potential buyers. While he was doing this, Altair slipped some sleeping poison into the glass of water at Gilbrand's desk. Gilbrand then comes out, Altair and Oscar then follow into the back room, and see a number of items on the desk.

Oscar is able to discern that most of it is junk, but realizes that there is a magical page turner, which he immediately wants. There is also a less important thing called a Mover stone which can move about 15 units (who knows what unit!) for a person holding it and then it is used up. Also, there was Spring Vine, which Oscar looked up a little about and sees it is from the jungle and when ingested by most animals not from its native area can act as a neurotoxin that causes increased aggression.

Marigold, being from an area where it comes from, knows more about the vine. She knows that it is invasive and grows fast, and that the aggression comes with increased physical capabilities before death about 2 weeks later, even in humans. She hasn't seen the vine around but knows it can also be used to make poultices or food if boiled down.

Oscar, however, is more absorbed in getting the page turner, and ends up charming Gilbrand and trading him a book he has already read. His spell did not go unnoticed, and also seemed to do something else to him, which he would not find out what until later. Gilbrand, now his friend, is then asked some questions, namely about the Spring Vine. He seems reluctant to give it up, insisting that Gavrial the local healer will take a look at it. He says "Brian" the woodcutter found it in the woods and gave it to him. At this point, due to the charming, Gilbrand seems suspicious.

The group leaves the back room and they get Gilbrand to drink some water, putting him to sleep. The group then starts looking around, and Scorchtail actually destroys some crates and finds the other items that Gilbrand hid. This crate contained 3 more samples of Spring Vine, as well as an assortment or demonic and hideous statuettes. Scorchtail is told they can burn the samples so they do so gleefully.

However, due to some evidence of dust billowing up from below, Altair is convinced there is a basement, but there is no door inside. The group looks outside and finds a cellar door with 3 locks and a chain in the back, which Altair swiftly and gracefully picks. Then his grace is lost as the doors swing inward and he falls down the stairs onto his face.

At the bottom of the stairs there is an iron door with candles on either side, and a hand print with an eye in the middle. Oscar says the symbol is used by cults to mark a meeting room, but it doesn't specify which cult. Oscar has some suspicion there could be traps on the door, but just sticks his hand to the door. Literally. The charm spell from before caused his hand to stick to any walls or doors that his hand is placed upon, which can be reversed with hot oil, which a combination of Marigold and Scorchtail provides.

They then use the handle to open the door, revealing a room where there is a symbol on the ground and occult imagery in the room. Garis scowls and starts defacing the symbol, saying he recognizes it, and nothing more. After a little bit of investigation, the group realizes that the building above is on fire, and Scorchtail, being an expert with such, realizes it is coming from the front room where they didn't set anything on fire.

Most of the group immediately leaves, but Garis sticks behind momentarily to investigate and grab a necklace before barreling out of the basement with only minor burns. The group heads out front where the fire is burning wildly, and a small crowd is gathering, none of which seem to know if anyone went in or out, including Gilbrand himself.

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Looking for Trouble!

In today's session, the party have decided where the ship made an emergency landing, which was near a lighthouse that Cairan was visiting. Marigold also was in the swamp nearby, and saw the smoke and decided to help people at the wreck.

They discovered that the Compass, made from Finder's Metal, was accidentally thrown overboard during a storm in which their hull also sustained damage. The Captain of the Ship has been having his crew gather up wood to repair the hull, but they need a replacement for the compass and called upon the passengers to go forth and find some more Finder's Metal.

The town of Portsmith is 4 days away, meaning that a normal journey would take 4 days of food. Oscar, being a skilled accountant, was able to ration their food properly to save them an entire day of food. Cairan was able to keep their journey on task as he had recently made the trip. Marigold proved to have a bit more of a challenge as scout, as she was ambushed by Goblins after the first bridge, starting a fight.

Marigold was narrowly able to avoid a dagger stab after refusing to give up the party's money, at the price of falling on her tail. Most of the party ran forward at her yelp, except for Scorchtail and Altair, who kept going at a leisurely pace. Cairan, seeing Marigold in trouble, ran forward to defend her, but was tripped and fell face first towards Marigold instead. She was able to dodge out of the way into a Goblin, who proved the stronger and pushed her back over into Cairan. 

Then, Garis ran forward and issued a mighty Divine Command, telling the Goblins to leave him alone. The Goblins instead decided to laugh in his face, leaving him a bit embarrassed that his confidence did not shake theirs. Oscar, from the base of the bridge, decided he had enough of these foolish Goblins, and had one of the 3 flee in fear of Marigold, causing it to believe there was blood upon its hands.

With renewed confidence, Marigold attempted to turn into a Black Bear in order to roar and scare the Goblins away. She successfully turned into a Black Bear, but it was of cub size, and its roar rather confused the Goblins more than anything. One of the remaining 3, after counting the numbers and seeing that he was on the losing side, decided to book it for the bridge. However, he decided that along the way he would knock over the rather embarrassed Garis, sending him sprawling. The goblin was somewhat successfully tripped by the witty Oscar, but was able to recover from his tumble upon the bridge.

On the other side, the Goblin came face to face with Altair and Scorchtail. Altair said something or other about him being a Peon, and of course, the confused, poor little Goblin announced his ignorance of the word and decided to head off a different way. Altair shouted a few more flourishing words at the small creature as it ran off, further confusing it and hopefully setting it towards a life of education.

The final Goblin was confronted by Garis, who did not want to kill the creature, but rather scare it. However, he underestimated the length of his Halberd, and cut into the creature rather devastatingly. The creature survived and started running off, but not before throwing his dagger at Marigold, which was knocked slightly out of place by Cairan's weapon, and slicing her arm instead of digging into her shoulder. 

The party, rather confused at what had happened, continued on their way to Portsmith. Once there, the party went to a magic shop that was referenced by Cairan earlier, possibly as a way to teleport off of the island. Once inside, Garis detected evil within the shop as he was highly suspicious of the place.

Altair and Oscar determined that a high amount of the items inside were actually not magical, and Cairan failed to get his god to tell him where he should go next. In order to find what they were looking for, either the source of evil or an item that could get them out of there, the shopkeeper took out a ledger of the items, which will be reviewed at the start of the next session.

 

As usual, if I have missed something, go ahead and comment and I'll add it. I'll also be embellishing this log with links as I get more time to do so.

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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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