The Empire of the Isles

This tiny forsaken island

I am sick of this island already. Barely any space and goopy skeleton undead attacking us at every turn. Not mention traps set by inhabitants long dead. We found some booze, which is a plus, as well as food to keep us alive for the rest of our journey. We finally discovered the stone and spear and it seems the waves subsided as soon as we put them in the statue. The island let me keep the spear and it seems it will be a fantastic addition to my arsenal. I have decided to keep my loyal companion Lefty with me as this journey has become more and more perilous. Glad to be underway to our next destination.

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SAIL!
buh dadadada dup dup dah dah dah

sailing is so hard! We try and sail the ship but Wilspire ends up falling from the crows nest. TreeDweller and Sahara help heal him and he feels a bit better. Off the side of the ship we see a child-like creature floating on a piece of wood. This small creature tells us that Water Tigers distroyed his ship! He tells us that he is a halfling named Samwise.

After exploring the ship a bit we find a man named Garren dowstairs. He also has our former host Prosida tied up in the hold. He goes on to tell us that the kidnapping of Prosida was part of his contract. 

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FIESTY HEISTY
oceans theme plays in background

We eat our meals and discuss our heist. After a brief discussion we decide to also explore the basement. TreeDweller maps the house and heads to the basement. We again stop for beers with the elf bartender who happens to be Isel's cousin! After a brief discussion of the map, we decide to take the grand carriage to the docks. We talk to Donwin down on the dock marina bar and he also serves us some woodland elf ale. As we talk about stuff a bar fight ensues. After helping carry the bodies out of the marina, we offer some healing to them but 2 die and 1 ran away. We search the bodies just in case and Wilspire finds a crew list of the boat the worked on. The lists reads with the names of all of the dead guys and the inventory reads " a lot of sugar, molasses, flour, trail rations". Sahara notices a tattoo on one of the bodies and it matches to the ship The Centenial Hawk (haha a Millenium Falcon joke).

Back to the Castle! We are in our rooms by 2pm and we bide our time until dinner at 6pm. SOme of us get restless and search the "9" door that was locked and Mailee attempts to pick the lock again.  WIlspire does not agree with this and heads back to the room. After failing yet again to pick the lock, we go back to the room and take a nap.

At 6pm sharp we are dressed nicely and at dinner. At dinner, we discuss Prosida's many treasures. SHUMP attempts to tell a joke but it falls flat miserably. Prosida gets VERY offended by SHUMP and she leaves in a hurry. BUT she also goes to get her horse ready for the heist and her and Redbeard get the boat we commissioned earlier that day on the docks prepared.

Wilspire, TD, Mailee, and Sahara go to execute the heist. We successfully get the orb and Wilspire automatically leaves with it and heads to the boat. Sahara and Mailee go for broke and try to take as many of the items from the museum from the awful man as we can. WE successfully take the Tomb, the sword and the rod but we weren't able to get white ash stick before we were caught! After avoiding some confict, Sahara, TD, and Mailee high tail it back to the boat. We almost don't make it but we manage to escape via a well placed arrow by Redbeard.

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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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The Journey to the tip
lamb with mint stuffing MmMMmm

TreeDweller is back from his little trip! We decide on our cover story for our trip will be. Mailee will be our "popular chick" and the Heir Apparent to the Barony of Antinuha of the Island of Amakiir. TreeDweller and Wilspire will be her court Wizards and Sahara, SHUMP and RedBeard will be her body guards. After we figure this all out  we go to bed after drinking "TO PIERCE!" again. We get up early and put on our new clothes/ disguises (if needed). Shump decides to ride her horse and TD and Red are driving the carriages. Wilspire is riding in Red's carriage and Mailee and Sahara are riding in TD's carriage. It takes 14 days of travel instead of 4 days (because the gnome lied about the length). On the night before we enter the compound we prepare our spells, shine our armor and sharpen our weapons.

The compound is surrounded by 30ft walls with huge battlements and there is only one gate in and out. We get up to the gate and successfully get past the guards. The estate we enter is groomed and is full of arboretum-like forests. There are "farms" within the walls along with "barracks" intermingled like a commune type situation.  TD notices a group of wolves with metal collars. He tells Wilspire what he sees. Sahara does not sense evil at all. The three days to the inner estate go by easily. On the day before we enter the main estate of Prosida we go over our plan and all of the relevant info.

The morning of we ride up to the castle/estate house and get greeted by the man of the castle, Prosida. We get taken to the guest chambers by he butlers. We get to out rooms and after THOUROUGHLY checking our room, we find it impeccably clean (and free of listening devices but with a great hidden bottle of booze). Exploring time! From our room we try the left door. It is locked and the the keys we were given do not work. Mai tries to lock pick it but to no avail. WE decide to go through the open door instead of breaking the door down and end up in the dining room and then the bar. We order "bucket sized" road ales (Isel's woodelf ale) and we tell the bartender the custom of brunch. After, we proceed to the museum. All items are magical in the museum. The 5 items are (if arranged like the pips on the 5 side of a dice): 1(top left spot)- white ash walking stick with runes inlayed, 2 (top right spot)- silver sword with a black handle, 3 (middle of the room)- pipe/rod with inscription in draconic, 4 (bottom left)- book/tomb that is thick and leather bound, and 5 (bottom right)- single, crystalline rose-colored pyramid.

We go back to the stairs room and descend the stairs to the 2nd floor (at 3 o'clock if room was arranged like a clock). At 6 and 9 are more doors. We go through the "6"one first and get to a wooden door with a metal door inside. We unlock it and find the kitchen then get some food to take back to our room with us. Going back out to the main room, we try the "9" spot door to find a living and lounge quarters. Off of the balcony Sahara finds a servant who tells me that the orb of arka is actually pyramid shaped! Imagine that! Feeling hungry, we head back to our room for our mid-day meal of lamb and mint stuffing.

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shopping and drinking is what we are good at

Early in the morning we all get up. It turns out that Tree Dweller got up and started his shopping adventure with out us! ISELL the bartender directed us to Wilson the Blacksmith 100 yrds East of town, who told is of a more advanced blacksmith who is strictly emperor commissioned and about Ricky who is a merchant of random items and collectibles.

Ricky offers Sahara a paylorean crossbow for 225 gold. She tells him she will consider. Ricky them offers  Wilspire a malachite stone which may contain the soul of Shufonk for 400 gold. Wilspire tricks Ricky into trading the Jade mug he got from the temple for the stone. The party then visits the the trader.

Back at the Winded Sailor, we eat roast chicken and drink a lot of ale. Wilspire gos upstairs to hang out with his new rock, which turns out to be not magical :( (at least by his check). We all have a good night. raucous laughter

Pierce sends a note and a bag with many platinum pieces in it. The note says that he found Darkstar's base in Karacka and the ring of Fharlanghn is not the only thing he is looking for. Pierce tells us we can make some money by retrieving the "orb of arka" which we will have to steal from Prosida's home on the Southeast tip of the main continent, then meet Pierce at Karacka. Hisel learns that Darkstar is dead, and let us know that another party of 3 are at the Seedy Seat, another tavern in town, and they are also headed to Prosida's estate. We go there but it is empty.

WE go back at night and meet a dwarf named Jacques and a gnome named Ashlyn who intended to break into the estate through a mine and the offer to take the party along in exchange for 600 gold and out protection. We agree to the 3 day trip and are given 4 days to prepare.

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BETRAYAL and the Death of Darkstar

SHUMP shows up in the cae bed after the potion room all by herself. Ze gets up and walks into our room and Sahara immediately asks if she has all of her gold still. It turns out ze does :(

We then all proceed through the far door down a long long long hallway and SHUMP takes potion #2 along for the ride. We reach a cavern at the end of the tunnel and across the way is a huge winged creature. We attempt to sneak past it and it fails ( Sahara=CLANK CLANK) and we have to fight the griffin. Sahara ends up killing it with her ax through its face. The griffin's nest gets searched and we find a ton of gold and TreeDweller finds some magical full plate armor.

In the next room we find the Ring we are all looking for. Wilspire levitates the ring off of the pedestal with his mage hand spell and that causes a pillar to pop up in the corridor behind us but the one in to hall in front of us goes down. We all run through and end up in the well room again.

Quickly, we run outside and Darkstar comes out of the woods. As soon as we give him the ring he starts to attack us. He reads a scroll that is magical and something starts to happen. WIlspire shoots him between the eyes and kills him. Pierce ends up paying us for the ring in Platnum for our trouble and we take Darkstar's carriage into the town of Sandelone where Pierce tells us to go in order to receive the rest of our reward for the ring. He tells us to meet him in the Winded Sailor and there is a room for us there. In two weeks he tells us he will be back to give us the rest of our reward. After drinking, eating and sleeping the night away, we get up the next morning to explore the town.

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into the temple

~Drak the Orc and Pierce (white dude) are the only 2 people hired by Dark Star left afte the battle. They offer to go in with us but we decline. (It is 4 hrs until sundown)

We travel into the Fharlahghn Temple's rough stone boulder passage and there is a stone well in the middle of the first cylindrical room which is one basement long. Sahara finds a silver disk/coin with a symbol on it. The symbol might be the go of travel, says Drak. Mailee finds a hole on the far wall. Redbeard and Sahara make a bet for Wilspire vs. Drak. Sahara put 10 gp on Wil and Redbeard put 10 gp on Drak for the future fight. Then, we eat dinner and wait for nightfall and moonrise.

Through the Archway we go into a 30×30 room. Table and chairs, wicker baskets and such in left corner; statues on the far wall on either side of the door. Drak then gets torn to pieces by the statues that move when he tries to go through the door. 

Sahara then throws gold at the Right statue after it rejects the silver coin/disk with the face on it and says "wrong color". We give them 20gp total and they fly away. The door then opens and the hall fades into darkness. The hallway leads to a ledge of nothingness and all we can hear are waves in the distance. Sahara throws a torch out 20ft but we don't hear or see it hit anything. It just goes.

We decide to scale down it. A rope gets tied to Mailee with a lantern and we send her down. She finds another opening about 60ft down flush with the wall. We pull her back up and make a plan. RedBeard ties his and Sahara's ropes together and anchors them to a big rock. Wilspire gets tied to the rope and we lower him down to the other opening successfully. Next Sahara climbs down but the rope comes untied and she slips and falls into the darkness. She is presumed dead.

The rest of the group decides to go down all at once. During the decent Wilspire hears a noise and goes into the room adjacent of the new opening to see Sahara sleeping soundly in a bed. TD, Mailee, and RedBeard make the rest of the climb successfully, 

Sahara wakes up suddenly and all of her money is gone! She doesn't remember the fall or what really happened or how she got there. After not believing WIlspire didn't take her money she searches him for it unsuccessfully. After a moment of self realization, she realizes no one stole her money (but it must have been taken by the DM powers that be for the fall). We then proceed into the next room after Mailee successfully checks that there are no traps on the door.

In the next room there is a table on it with 7 potions and a poem. In summary it says "1 moves you ahead, 2 will help you, poison is on the left of nettle wine and 3 are poison. 3 are poison, 2 are wine, 1 fw and 1 back." After we deduce the right potion, Wilspire drinks it. It turns out all of them were water! Then underneith the potion that we chose is a note telling us that the riddle was just a huge time waster!

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Another Joins

RedBeard, Maylee, SHUMP, Wilspire, and Sahara meet TreeDweller around the fire.

We were all hired by Dark Star.

A few days of travel; Redbeard and TD hunt: RedBeard +1 deer and TD +1 rabbit

We reach the temple and our mercenary friends are in trouble. White, tall humanoids are attacking and we defuse the situation by firing a few well placed bolts after killing a few. They decide to run away.

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The Meeting

5 entities meet

we need to search the ancient temple in the secret passage to find a The Ring of (???)

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