Quest 1

Adventure, Day Three, The Mine

Enter large room with four plinths at the end. Each has a different color crystal. Two closed doors on the side with two notches each with large insciption on them each.
North Door: “Two sides of coin – One in the sky, one under the land – Never meeting, rarely seeing each other – The grand sky – And the deep magma”
South Door: “A deep peace and faithful healing – A vicious anger and bloody vengeance – Though both are their purpose – Both can bring about dismay”
Ranger, SS, NS, BG, Monk, BM, Cleric
South Skeleton – 65-3=62-5=57-13=44(take ongoing cold 5)-5=39-5=34-13=21-5=16(Save end cold damage)-6=10-10=0
North Skeleton – 65-12=53(marked, grants combat advantage)-5=48-8=40(Combat Advantage Ends)-8=32-12=20-15=5-infintiy=Dead

Adventure, Day Two, Departure from Oronthal to Khazak

Last time, ended with fight with returning to an inn and taking an extended rest.
Gordrim introduces Crag, a Shifter Ranger, whom will accompany the party. Cossiflue goes to finds regents. Doesn’t find anything
Go along road east, encounters village. Run down, reclusive people. Disagreement with what to do, decided to uncover the disturbance. Group goes inside to find information. Sees gnome in bar wearing leather armor with a dagger enjoying water. Told about ruins in a nearby. Told to go to.
Cleric, Skeleton 2, Monk, Large Skeleton, Blackguard, Battlemind, Ranger, Skeleton 1
Boneshard Skeleton 77-10=67-10=57-10=47-5=42-13=29-5=24-5=19=11
Skeleton 1 45-6=39-6=33-15=17
Skeleton 2 45-8=37-9=28-4=24-11=13-6=7 Fell to Death
With all enemies dead, our heroes move into the dark tunnel and prepare for the evil ahead. Encounter with Skull Lord that gives them a fight with three skeletons.
Skeleton 1, Ranger, Skeleton 2, Monk, Skeleton 3, Battlemind, Blackguard, Cleric
1 45-13=32-10-22(reduced AC to 14)-5=17-5=11-4=7
2 45-5=40-13=27-5=22(reduce AC to 15)-8=14-5=9-6=3-5=-2
3 45-5=40-5=35-16=19(reduce AC to 15. Reduce +10 to +3)-10=9-11=-2

Notes on adventure

Khazak gives the quest to retrieve his Omerthan Orb. Cleric and Monk encounter Golbin rushing by and decide to follow at a safe distance. Notice Goblin is distressed and firghtened as he hides in a corner.
Raziel and Gordrim follow directions to Old Gordy’s. Finds Tiefling barmaid and is told about a Deep One city. Gordrim goes to find his friends. Raziel finds info about Mind flayer city
Group reconvienes in Old Gordy’s and talk about the next step. Moving towards Khazak.
Raziel and Cossiflue go to the West Hall to find info. Find group of drunkards and find out a dwarf spoke to a goblin and was poitned to Captain of the Guard, Thurd.
Gordrim and Sahki find a goblin behind a the temple. Goblin spouts about master knows about him and kills self. Sahki and Gordrim give him a burial and leave.

Welcome to your campaign!
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1. Invite your players

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2. Edit your home page

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4. Create some NPCs

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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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