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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

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.


2051 of GP
1750 Dust
350 Wand

4151 worth of GP and magical items

Party Items:

3375 Red Orb
1125 Yellow Orbs
Robe of Useful Items

Character Summary and November 29th

D&D Notes

Playing with Baptiste, Lex, Selina and Ashley Matrix, with Zen DMing

Ashabrak Darmilleon (Baptiste) is a Neutral Good Half Elf Gunslinger. He owns a horse, 1 pistol and 1 musket. Ashabrak and his three hirelings (Level 1) are adventurers for hire, but business is slow, so they are currently farm hands doing odd jobs. One is named Bahq, a Quarterorc thief, Elgor, a robed and hooded half elf druid survivalist and Kaelbrak, a human fighter. The uncle, whose name is Clint, nicknamed Bear, is human.

Certain (Lex) is an Aquan Cleric/Monk (Adding Bard later.) He has a little sister named Alistrana who is a low level druid.

Soumgra Greyskarn (Selina) is a dwarf Hunter who has a cat companion named Kotral. The dwarves have charged her with keeping an eye on the human settlements and contacting Harrendak, the orc nation.

Marra (Ashley) is a halfling Rogue.

Xonan (Christoph) is a gnome mage who is suffering from both amnesia and a form of aphasia. He can understand most languages and indicates to the party that he knows what they are saying, but at the start of the adventure he cannot speak at all, and early on cannot freely speak beyond a few words in common. When he tries to speak, it sounds to everyone else as random sounds. Certain can understand Xonan but neither of them know why this is. At the start of the story, Certain acts as the “interpreter” for Xonan, but during the party’s stay at Fort Kent, the gnome awakens one morning and realizes that he can freely speak every language he knew before the incident. His memory, however, remains fractured.

November 29th

Story begins at AU (after union) 756 in early autumn, late afternoon. Both Ashabrak and Certain know each other at the start of the story through the former’s uncle Clint (nicknamed “Bear”,) who is a farmstead and generally liked by the Aquan race. Ashabrak is on his way to make a cattle delivery for his uncle to Kirrigallan (A River Aquan city on the southern edge of Durshire) when he notices something floating in the river. He chooses to investigate. It appears to be something shiny. Upon closer examination he sees that it is a body, with a log helping it stay afloat. It appears to be a tall gnome. He successfully makes it out to the body and swims with him back to shore. He puts him on the horse and continues towards the ferry. Nightfall is fast approaching. Certain is on ferry duty. Certain stabilizes the gnome but he’s still unconscious. Ashabrak releases himself from further responsibility to take care of the gnome but Certain chooses to take steps to get the gnome to his grandfather, an elder who can help, despite his concerns that the gnome could be potentially dangerous. From there, the other two will handle the business with the cow. The deal for the cow is already complete – the cow is to be traded for gems. The recipient is named Pukka, another elder of the city. The marshall has been in town for about a week. The marshall is from the capital city. Has a reputation for being arrogant and stern. Taken up residence in Fort Kent. Alistrana finds the gnome extremely attractive. She believes that the gnome is a jungle gnome. She casts a healing spell and revives the gnome. The party gets to their destination and secures the animal. Certain picks up the gnome as he’s still extremely weak. Attendee advises that there are no more requests for the day. Ashabrak explains what happened in the river today. (There is a dispute between human and Aquan over the ownership of the river.) The attendee takes Ashabrak back to Pukka’s office. The gnome tries to communicate. Certain understands what he is saying but Ashabrak and the others do not. Certain does not know how or why he can understand the gnome. Pukka arrives to complete the business with the cow and to take in the gnome to provide further healing. Ashabrak goes to dinner. There is a human sitting with the elders. The human seems to take an interest in Ashabrak, who tries to pretend he doesn’t notice but believes that he will meet (or be confronted by) the human. Pukka heals the gnome a little more and mentions that he heard rumors of an explosion. After this they go to dinner. Pukka announces the ambassador of the marshall who is the human Ashabrak noticed earlier. Pukka asks Ashabrak to speak to the human to parley after dinner, who reluctantly agrees. The human’s name is Bullen. Pukka mentions the river will likely be high so he suggests Ashabrak stay the night. Ashabrak also agrees to this. Pukka is somewhat confused by the concept of an inn, on account of the fact that their culture doesn’t find it odd to simply allow guests/travelers a roof over their head. Bullen mentions that the marshall will be reopening the mines. He mentions a “problem” with a poisonous gas that killed the miners. He offers Ash a job if he can create an antidote or in some other way make the mine operational again. The mine was closed at least 10 years ago due to the poison/contaminant that was killing the workers. Ash doesn’t commit but shows interest. Bullen also mentions that the real reason to get the mine operational is to get the community back up and running, and to tax them, as the humans feel that Kirrigallan is on their land. Ash makes a potion of cure light wounds which is consumed.

The next morning, Pukka joins the party. He states there may be a relevant prophecy in the scrolls, the Prophecy of Karr Rohan, but states the party must investigate the gnome’s origins. During the Autumn of Growing Discontent, a person falls from the sky so they must find out if he fell from the sky with a gem to guide him home, fate resting on the hands of the one who found him. The person will return to the sky and free the moon. Ash expresses doubt and reluctance to fulfill the prophecy. Pukka mentions the sky child speaks a magical language. Ash fills Pukka in on the conversation he had with Bullen, being completely open and candid about the humans’ intentions. Pukka returns to the topic of the prophecy who mentions some tests to confirm if the gnome is the Star Child. The first test is that of the arcane language, which is confirmed. The explosion occurred somewhere east of the city, so the party decides that most should head there to try to learn more, looking for evidence of the explosion. Ash and Certain attempt to explain to Pukka the ramifications of allowing the humans to have their way. Pukka responds that they should have the marshall come speak to the Aquans directly, with Ash again speaking on behalf of the Aquans in an attempt to reach a diplomatic solution that the Aquans can agree to. Ash sends word to his hirelings to go to the city to bring equipment there. Towards the end of the day the party reaches a river with a few wild animal encounters. Ash attempts to kill one for dinner but fails. The wounded animal runs. There appears to be some dirt in the river upstream, which is likely from someone washing themselves. Certain swims ahead to find out who/what is there and finds a gnoll, who appears to be cleaning a weapon after finishing the wounded animal off. Certain advises not to confront the gnoll and Ash agrees.

That night the gnome has dreams he doesn’t understand. Is typically falling. Sometimes is falling up, which creates an odd sensation. The night is completely uneventful. The group eats rations and continues on. Certain notices something is apparently following but the rest of the group doesn’t notice. The river is a lot shallower than it should be. The party attempts to approach the lion but it runs off. The party continues and notices something glinting in the distance. Upon closer examination it appears to be a boat. The boat is much bigger than the river and is badly damaged. It appears to have been picked up from another place and dropped there. There is also lingering magic. The boat appears to be made of wood and metal reinforcement which is badly damaged and twisted. The damage appears to be inner, pushing outwards. There is something glittering under the water. Ash grabs them, two small yellow orbs, glowing lightly. When the gnome sees them, a memory of dozens of these orbs appears in his mind, of many colors and many shining more brightly. He clearly sees a rainbow one, socketed into some type of device. Has a vague moment of fear, explosion happens, gnome screams. Lingering magic remains, which means that it was very strong, but anything else magical was destroyed. There is also small, partially burnt tome in the water that may be repairable. The ship appears to have been in its current location for the right amount of time for it to be related to the explosion. The gnome suddenly feels a word – “Nadir.” He does not know what it means. Certain replies that “Nadir” means “low point.” The lion attacks but is quickly defeated. Upon going inside, a nice superior dagger is found underneath the ship. Also some very intricate, incredibly advanced gears. The gnome remembers something about gears turning, but nothing significant. Ash wants to learn more about them. A differential gear is also found. The party rests. (400 XP gained) Session ends here.

December 27th

December 27th

Gnome dreams of being on fire, memories, not nightmares. More clearly remember Nadir – name of the ship and gnome was on board before and slightly during fire. The others sleep normally. Normal weather. Wreckage is about half of a ship; the bow (front.) It looks like it was blown in half. Ship has intricate carvings. The carvings appear to tie into each other and that were powered – the center of the ship appears to have been the source of power. The party takes a trace of the runes. The party determines the direction, and believes the other part of the ship is at least 1 or 2 miles away. Party sees evidence of shrapnel as they travel. Ash and Certain notice a bipedal figure lodged in a tree. As the party gets closer, it is very evident that he is already dead, as a large piece of his face is missing. Certain climbs up and determines the figure is a gnome lodged really hard in the tree. Tattoos are similar to the gnome’s. Most of the clothing burned off. Figure has a belt with pouches. 1 potion vial, 6 small pieces of parchment and 3 pouches of spell components. Gnome falls and party’s gnome remembers the face and watching it get blown off Nimm, was a friend of the party gnome. The gnome is visibly upset at seeing his friend like this. Another superior dagger is found. Gnome inspects the other’s tattoos. Tattoos are a physical representation of magic and essence in tradition of people. His people believe the tattoos help channel the magical energy. Also where name comes from. Also remembers 2 unique tattoos, as there were 2 others on the ship. The soul gem is missing, appears to have exploded off and is likely completely destroyed. Ash goes to bury the body. Certain takes a tracing of the tattoos on the dead gnome. Ash takes the belt from the body and Certain gives the spell components. The gnome mentions the other two gnomes from the ship and the party decides to search for them. Ash has heard of a cult that seeks knowledge and believes in a secret world where magic is far more powerful and advanced than here. Another corpse is found at lower elevation but is also trapped in a tree. Something appears off about the corpse as they approach. The body starts to move a little but at present appears stuck in the tree. Ash strongly advises we leave the corpse alone and get away. Certain pulls his sword with the intent to stab it in the head. The gnome recognizes the new corpse – his name was Azar. Is a crystal in its chest but no longer glowing and is damaged, torn belt pouch, has tattoos. Dagger hanging from pouch. During the fight, the gem shines brightly for a moment. After dying, it deteriorates into dust but soul gem, pouches and dagger survive. The gnome picks up the soul gem but feels fear upon doing so and runs away. The soul gem is dropped, breaks upon, flashes again for a moment, then dies entirely. The essence of the gem attempted to cast fear upon the gnome. When the gem got damaged, something went wrong. It is a two-way conduit. Part of the user’s essence directly affects the soul gem and vice versa. The damaged gem had a focus on necromancy magic. The gnome determines that the gem saved his life and the damaged gem turned the other user into a zombie. Neither human nor Aquan have been able to perfect necromantic magic. When Ashabrak was on the front lines of the necromancer war, many magic users showed an interest in using the necromancy magic against the necromancer and he doubted some of them had the best of intentions, but he has not heard of anyone successfully replicating the magic. Head necromancer’s body was consumed. The party continues on and Ash sees something shining in the water. Flashback to explosion and the piece in the river is that which exploded, the propulsion system, which again makes the gnome shaken. Piece is seriously damaged, has runes and tattoos seen previously. Much more powerful version of orbs. Gnome states it’s probably not good for the river, likely a fault in the magic or gem, so likely traces of raw and chaotic magic lingering. The propulsion system is far too heavy for the three to lift out of the river. It has traces of transmutation and chaotic magic, is made out of a metal called alchemical silver. At least half of the fish are bigger than they should be. At least one has instantly grown in size. The bear catches a very large fish. Traditionally, the growth is only for a few minutes. The fourth gnome is crushed under the propulsion system, but is definitely dead (not undead.) Runes deformed by decay. Gem is intact. Certain dives in and retrieves the gem. He hands it to the gnome. The fourth gnome is named Brek. Neither the party gnome nor Brek got along. Can clearly hear Brek saying something from the gem. “I may owe your brother my life, but that doesn’t mean I like him or you.” They move on and find the the other part of the ship which is smashed against a rock outcropping. A couple of mountain lions are nearby, but they do not appear to be active and are 2-300 ft away from the wreckage. Only the main beam of the ship remains intact. The mast was past along the way, destroyed and the sails are mostly gone. Appears to have also been a cabin but is too damaged. Has a strongbox. It is magically locked but not trapped. There is a key for the box but is likely the gnome that is trapped under the propulsion system. Ship is 20-30 ft from the river and on rough terrain. Certain is able to pick the lock. Opening the box reveals some broken vials and 3 objects of note – one is a thin stick approximately 10 inches long – is a wand with 47 charges of “Disguise Self.” The charges each last 10 minutes. Also small bag containing some dust of disappearance. And a robe covered in various patches – a Robe of Useful Items. And a pouch containing 50 gold. 7 bags, different currency in each bags. Few different outfits – one is military. Some are standard sized, at least one is dwarf sized. Another is leather armor, jungle armor. Another tome is found with several pages with information on humans and dwarves, such as people of power, troop locations, technology advancement, etc. Ash speculates that the gnomes may have desired to rekindle the wars between the humans and the dwarves. Also contains information northern elves and orcs. The gnome takes the wand and books. 1 bullseye lantern 1 mirror 1 pole 1 rope no sacks, 7 add’l patches mule with saddlebags, silver coffer 6×6×12 brick circle of gems worth 10 gp each, window 2ft x 4ft x 2ft and finally a portable ram. Also a red glowing crystal, definitely the same type of material – magisite – as the yellow orbs found earlier. A portrait of a fancy looking gnome is on the ship but is deemed worthless. The mountain lions attack but are all killed. The party then loots the lion’s den. An Aquan corpse reveals 1 GP and nothing else of value. The party returns to the propulsion system and pulls it out of the river, hiding it amongst the trees and return to the village. (1050 xp earned) This ends the session.

January 24th

January 24th

Day 3. Ashabrak’s hirelings arrive with a wagon and a pair of mules. Bullen has left to return with the marshall and could arrive anytime. Next day, a herald arrives announcing the coming that the marshall will arrive within the next 6 hours. 36 people arrive on the ferry, including 16 soldiers, 7 mounted knights, several heralds lieutenant, cleric from the Church of Book of Three Brothers. This church is very much against arcane magic. Most of the knights will stay outside the city. 15 come on the ferry itself. No mounts go in. The herald announces the marshall, Lord Alar Grey, Lieutenant Bray Elson and Priest Tumar Blackroot. All 4 Aquan elders show up for the negotiations. Eventually negotiations go through. In return for 2500 gold/year and the right to conscript during the term of 10 years, with the right to renegotiate after that time. The gnome looks over the contract; in the contract any items that are not gold will be appraised by a royal appraiser. A single missionary cleric is to be stationed in the city. All other terms are normal. Later, the marshall meets Ashabrak in private to discuss future negotiations regarding the mine and also mentions the gnome. Ashabrak uses half truths to answer the marshall’s questions, like where he met the gnome. The marshall shows interest in the gnome, possibly to have him serve the interests of the king. The next day, the lieutenant is seen talking to Ashabrak’s hirelings, but he pays the soldier a gold to go away. He then goes to his uncle’s with the 3 workers and the engine. The gnome and Certain are on the ferry. Ashabrak explains the engine to his uncle. The uncle is not pleased, but agrees to let Ashabrak store the engine in the barn. He also advises caution regarding the gnome, as the ship engine could be used for war. The nephew decides to build a shed to house the engine. The uncle gives him a list of things to get on the way to the fort and tells him to send a message to be sent via carrier pigeon. Finally, the uncle says he wants to meet the gnome. Ashabrak and his men go to the fort while the uncle goes to the village. Meanwhile, Certain wants to scout for a new place to relocate the village and the gnome continues to study the information on the ship. Certain’s sister leaves some gnomish spices and fish, which the gnome tries and gets his mouth burned from them in the process. The uncle arrives late afternoon. Certain explains the recent events to Bear, who says he knows of a suitable location for the village to relocate. (750 xp earned) This ends the session.

March 6th

March 6th

Bear recommends trying to hide the village. He mentions an underwater cave he remembered seeing many years ago. He says the humans would not be able to find or attack this cave easily. Certain decides to go along with this plan. Soumgra and Marra, meanwhile are deep into human territory. They’ve been through a few cities but are deep into the wilderness and have become lost. They have been travelling for about 20 days. They sleep at Bear’s cabin. The gnome has horrible nightmares which leaves him shaking in the morning. Bear tries to comfort the gnome and mentions that the dwarves were responsible for the necromancer. There is a storm going on. Bear notices something, which turns out to be Kotral. When Bear sees the dwarf, he grips his weapon but does not unshealth it. Marra steps in to mediate. Bear brusquely points them to the town, making it clear he doesn’t like them. Marra and Soumgra are headed towards Fort Kent. Soumgra mentions Kotral noticed something besides Bear and the party. Bear looks around and sees what it is – the nest of a Bear Owl. He gives a description of being a dangerous and intimidating beast. The creature wakes up and kills one of the ponies the diplomats were using but is killed. In its lair is 175 gold pieces, magical chain shirt, longsword and an arrow. The gnome settles down after the fight. (400 xp earned) The gnome casts “Detect Magic” and learns it has faint illusion magic. Bear and Xonan share a drink by the fire further into the cave, while the rest of the party sits by a fire near the entrance. The next day, the gnome identifies the shirt as a medium shirt, which has shadow (+1 Chainshirt, +5 to Stealth checks. Resizes to fit the wearer.) The diplomats then offer their help in exchange for being allowed to use the shirt, which is agreed upon by the whole party, albeit somewhat reluctantly by Bear. Bear convinces Xonan and Certain to not reveal the specifics of their mission. They break camp and start heading out. The terrain they are about to approach is mountainous. (50 xp earned) This ends the session.

April 3rd

April 3rd

The group is heading towards the eastern slope of Borsen’s Peak. The peak is lower than what most consider a standard mountain but the peak is high enough that it is always covered with snow. It is believed that the melting snow helps feed the rivers, including the one the Aquans use. It is still raining when the group begins to venture out in the morning. Something flies overhead, which is probably a forest drake. It is circling around where the party is headed, then heads towards the ground. It seems to spit something as it descends. The group decides to stop and not confront the drake. Bear mentions there were some settlers that came to the mountain a few decades ago, so he suggests looking for the river, which they find and start following. They eventually notice a square object ahead, about 25×25 ft. The group decides to bathe, and notices the tattoos on the gnome, as well as the soul gem, both of which seem unusual. The group then dries and goes into the small structure. Certain surveys the river and the newcomers attempt to converse with the gnome, but they soon decide to have a drinking game instead. Bear, while drinking reveals the goal of finding a new place to move the Aquan village. Certain later returns and also drinks. The gnome dreams of a party with alcohol that tastes beautifully. The next morning it is raining. They approach a waterfall about an hour later. Marra notices something glinting behind the waterfall. Certain volunteers to find out what it is. The glinting is a set of minerals, Canarecite, that, if mined, would release toxins into the water. He asks that everyone keeps this to themselves. They decide to cover it up by building a wooden structure. Bear suggests having some Aquan shamans build it with magic. With that sorted, they climb up the waterfall and the drake returns. It appears to be landing but is about 700 ft away. The halfling climbs a nearby tree and determines the drake has landed near a body of water or clearing. She also hears splashing. The group believes that this means there are a family of drakes there. They decide to bypass them. They eventually reach the cave they were looking for. Light is cast. Xonan casts message. Soumgra scouts ahead and sees a dead deer. It is bloated and difficult to determine how it died. She moves on and sees two more dead bodies which appear to be goblins and have decomposed to a greater degree. Fungi also appears to be growing on both corpses. The fungi turn out to be hostile and attack but are easily defeated. (900 xp earned) 22GP of various coins were found along the floor of the cave, likely owned previously by goblins, and a scroll containing a spell – a Paladin scroll “Bowstaff.” They find the river that goes through the cave. (This ends the session.)

April 17th

April 17th

The group decides to rest upon finding the river, which is determined to be about 30 ft in depth. Xonan has pleasant dreams but doesn’t remember anything about his past. Soumgra tests the water and determines there are trace amounts of Canarecite. The river appears to be about 15 ft deep and wide, and is surprisingly smooth. The stream is a little cold and seems to be a steady flow, almost as if it’s engineered to flow at the rate it’s going. There’s a crack of water sprinkling into the stream. Certain decides to swim upstream, which is easier than he would have imagined. He gets to an area that appears to be the source of the stream. He finds a spot of air which he investigates. He starts to hear sounds – a cacophony of maddening sounds; a gibbering, yammering noise. He then hears a distance sound of the same. Certain listens and determines that what he hears isn’t a language he recognizes and he babbles incoherently in Aquan for a moment. After he regains his senses, he returns to the party and reports what he found. Marra says that it sounds like a Gibbering Mouther, which is a mound of flesh, eyes and mouths. An abberation, it breathes, eats and sleeps normally. They are resistent to damage. They appear to be intelligent, but not intelligible. They then begin to go into the river, but the panther and Marra immediately have problems. It takes a moment to straighten out but comes back in. They eventually have the gnome cast Ant Haul on Certain, who leads the group under the water while tied with rope. The group move into the new area which is cold, murky and dark. There is no sound anywhere. It is damp and there’s a metallic smell. The water has an odd metallic taste to it. The air is stagnant. We hear in the distance falling water. Bear informs the group that this is the cave he was talking about, but it had a lot more water to it at that time. He also says there was more light in it. The group decides to map out the cave and attempt to clear any threats. The cave appears to have been finished in most areas, but in the direction the group is headed, the cave is more worn. The cave appears to be ancient. Certain and Marra hear the Gibbering Mouther by the waterfall. It is bashing its head against the wall, which is soft and muddy. The group figures that the erosion they saw is not all from natural wear and tear. The group picks their positions and Soumgra pulls out her light source to lure the creature out. There’s a violent splashing and Marra throws a lit stone into the water. Soon thereafter the group attacks the beast and beat it. (400 xp earned) It appears as though the monster changed the earth and wall rather extensively. It appears as though was one other source of water, but it is not visible now. The water from the waterfall is perfectly clean. On the other side, near where the other waterfall should be, there are some fallen stone, possibly something has collapsed. The wall is clearly the most gnawed upon, which has a large vein of Canarecite. After some further exploration, the party also finds some treasure and some trappings of civilization, but no one can recognize its origins. Small pieces of metal objects, some of which are rusted, others are not. A scroll case is also found, which contains a scroll with a druid spell – “Speak with plants.” Scroll is worth 375 gold. Also some gears. Marra throws a lit stone at the center of the ceiling. The ceiling appears to have a hole that is covered by some type of webbing that does not appear to be manufactured. The group leaves the cave and returns to the cabin, where the horse remains. They rest and dry their clothes, then return to the cave. The group decides to climb the cliff. As the party climbs, they start to hear noises towards the top. It sounds like something reptilian moving around. The group decides to hide in the foliage to wait for the drake to fly off so they can set a trap. It turns out the plateau will allow the Aquans – with spyglasses – to keep an eye on the human settlement. After some consideration, the group decides, instead of attacking it, to negotiate with the drake. Soumgra also notices construction going on in the distance, which is at the fort they were to go to. Ramparts are being built up, apparently forges are being used. Approximate distance is 170 miles, 30 or 40 of which is rough terrain. Soumgra finds a deer to use as the sacrifice. The group surrounds the clearing where the deer is tethered. Diplomacy does not work and the group decides to try again tomorrow. They find two deer and tether them to the same place as before. The drake crushes one and the other breaks free from its tether, but the drake kills the other one as well. The drake makes an offer – if the party kills a frost drake, the first one’s rival, he will take the caverns and acquiesce to let the Aquans live there as well. (250 xp earned) This ends the session.

May 1st

(May 1st)

That night, the gnome has some weird dreams. The sensation of being under the earth, but light above. Then darkness. A mechanical sound the gnome doesn’t immediately recognize. A clicking sound, echoing. Seems loud and disorienting, but not frightening. The mountain peak’s frostline is lower than one would normally expect. Ice is expected to be about 20 ft. thick. The ice is slippery and the snow cover over it isn’t thick. Marra makes frostward gel (cold resistance +5) to combat the cold. The gnome casts a spell to speak to the birds who indicate the drake is out. Certain states the party can set a trap. They climb to the top of the cave and begin walk through, with Bear trying to cover their tracks as best he can. Marra disappears for a moment, then appears and climbs up a tree. She then sees a bird but believes it’s the drake and falls out of the tree and plops under the snow. Xonan casts Message and communicates to Marra that she saw a bird. Soumgra decides to go into the cave to scout out the area. She finds 3 baby drakes and returns. The group goes into the cave and discusses their plan of attack. Drake’s treasure stock consists of 3 potions and 300 GP of assorted coins (2 1st level – a potion of disguise weapon and a potion of comprehend languages – and one 0th level potion of resistance. The comprehend language potion is given to Soumgra, the other two in the loot pile) The drake soon returns and the group gathers at the cavern to face it, and are successful in killing it. The frost drake appears to be male. They decide to feed the drakes, return to the cabin and rest. The gnome has a feeling that the cave seems familiar. They return to the clearing to report to the forest drake, who agrees to uphold his end of the bargain but the party neglects to mention the baby drakes. They move the drakes to the lower levels. As they move down, it gets less cold and some water trickles down, with the ice slowly melting. The group returns to the Aquan village, and the Aquans receive the news well. While gone, however, the humans have begun building a dam downriver. Pucca announces the village will take over the remainder of the relocation project and asks the party to investigate the dam. Soumgra pays the Aquans 200 GP to have them make her a mighty composite bow and 10GP is spent to get a new mule for the dwarves. Bear takes his leave. The party buys supplies then heads to the dam. There are 16 humans at the site, 6 of whom are armed guards. There is a platform on both sides of the river. It appears to the gnome to be a bridge, possibly tollway. Soumgra approaches the guards who say they’re building an “inspection point” to “appraise” goods that are being shipped along the river. The group returns and tells the Aquans of the humans’ intentions. (Xonan levels up to level 5. This ends the session)

May 15th

(May 15th)

Fort Kent is a small city with a population of about 10,000, most of which are humans. The watch is known for its cruelty. The citizens are extremely distrustful of magic and the unknown. The gnome is given a cloak to cover his tattoos. The group goes to a village along the way to the fort and there’s a holiday going on. Certain notices a river Aquan in town. The other Aquan appears older and is likely not affiliated with any tribe. Certain decides to get the same drink and strike up a conversation. The other confirms that he is independent of the other tribes and has been for 15 years. He says he is from a village about 300 miles south named Arreshalah. The other’s name is Blade. Certain asks what Blade does, to which he replies that he “solves problems.” Soumgra decides to speak with the locals. The locals are a bit surprised to see a dwarf in their village. Taxes have been increased and winter is coming, which makes it harder for the halflings to adequately stock supplies for the coming winter. There are also a lot more soldiers than there were. They also mention the cruelty of the guards in the fort and peacebonding, which forced smiths to go outside the village or work directly for the lord. Most have done the latter. Xonan decides to eavesdrop on the locals. He spots a couple of guards from the fort and listens in on them. He also overhears troop movement and rumors about a new operation to the south. There is also a new captain of the guard but they do not mention what happened to the old captain. The new captain is named Ardden. The group meets back up and share their information. (1GP spent from the party funds.) Marra talks to the halflings but does not return later. Certain mentions to the southeast is the old mine but doesn’t know why soldiers would be headed that way. He conjectures that they are likely forcing slaves to work the mines. Marra returns in the morning. There is an orcling mercenary in town. They buy some supplies including a warhorse and wines. The group ventures forth and finds Blade, who is with the orcling, named Rogor. Both groups indicate they are waiting on one last person. The newcomers are armed and armored, with 3 horses. The orcling seems interested in Soumgra and introduces himself. They talk for a bit before a human appears named Tumar Blackroot. The group mounts up and heads to the fort. Blackroot begins singing. Transmutation enhancement from the song allows the mounts to speed up slightly. The group sits and has lunch. Blade and Certain talk a bit more. Xonan feeds and pets the horses. Tumar stops singing as the village approaches. Blade advises they’re going directly into the fort. The village doesn’t appear to care about the group. Blade palms the guard some gold and the peacebond appears to be not very secure. The newcomers split off from the party and the party themselves decides to shop some more. Marra comes back and says he ran into Ashabrak’s cousin (and hireling) Kaelbrak. Ashabrak is working for the lord who is doing minor jobs for him but doesn’t appear to be in the fort right now. Bear has not been seen. Certain says they’d like to have supper with Ashabrak. Xonan opts to enchant his soul gem. Soumgra hears rumors around town. The old captain of the guard is retired and returns to the capital. Lady Lyrinn Grey, the lord marshall’s wife has come. The rumor is that she is extremely beautiful despite being the same age as the marshall. Lieutenant Arrden is a stern warrior, risen in the ranks, a man of honor. He is well liked by the soldiers and not hated by the people. It’s been about a week since mercenaries show up. Some stay, some go. Their purpose is still unknown. On the first day, the group finds Bear. He decides to wait with the group, but has some business to tend to. He stays outside the fort. Soumgra sends one of her scrolls of sending to advise her dwarven leadership of the situation with the Aquans and humans. She also mentions the mercenaries and that the treaty has been manipulated by the humans. The dwarves instruct her to gather information (and not interfere) within lunar phase, then move to next town. Soumgra decides to go to the fort proper to determine the reason behind the mercs arriving. An ambassador meets her. He introduces himself as Bullen. He advises the marshall will return in a few days. He does however, give the dwarf a tour of the fort, which is very well built. (For humans.) He also mentions a dinner that’ll happen tomorrow night. She says she’d love to attend, but needs a dress. He agrees to have them sent to the tailor. When she asks about the comings and goings of the mercs, he says there are many things going on, including orcs possibly getting ready to attack. He also mentions the Lady needs protection, thus the increase in guards and they plan to reopen mines. He also mentions there is likely an upcoming tournament which will include jousting. The tailor crafts a beautiful dress. The ambassador also shows the barracks and training grounds. He does not show her the dungeon. Certain goes through the markets in an attempt to learn more about the humans and their culture. He gives a bottle of wine to a very old elf who loves the humans, although has less love for its government. He mentions the engineer society in the humans’ capital city has created machines that move and respond and could eventually travel the skies. He also mentions a strange looking tattooed mage that was casting spells before disappearing into the night. He also says the previous marshall was “content”, whereas the current one is ambitious and wants more. Soumgra, on the 4th day goes to the beautician, a half elf. She tries to get information about Lady Grey. The half elf only says good things about her – likely has some negative thoughts about the Lady, but refuses to say as such, as if she’s afraid of her. Fashion and jewelry apparently are two of the Lady’s interests. She also asks about the mercenaries. The beautician does an astounding job on making Soumgra look extremely good. She also mentions having a dalliance with the lieutenant. Bullen clearly likes her new look. He escorts her to the dinner. She looks at Arrden who seems dedicated to the job and refuses to drink. The Lady seems otherworldly. Her beauty is beyond description, and likely enhanced by magic. There are some others who are not nobility but appear to be important. One is an alchemist, one is an architect, and the third is a human high priest of The Church of The Brother Grim. The priest’s name is Raul Cazan. The alchemist is a half elf named Jorell Dym and the architect is a human named Thomas Kenser. Both Bullen and a fool attempt to entertain the party but fail, for which the Lady apologizes. She introduces Soumgra as well. Lieutenant Arrden introduces himself to the dwarf. He says he’ll try to get a meeting with the Lord Marshall. Xonan on the night between 3rd and 4th nights dreams well. Upon awakening he realizes he can speak Common fluently, and has in fact regained all of the languages he previously knew. He also realizes crafting magic items fills him with a sense of comfort. Soumgra determines that someone may be following her and tries to lose the tail in the crowd. Certain continues to explore and gain information about the outer city. Soumgra lets Certain know what she’s found and vice versa. Certain speculates that the Lady may be responsible for everything that has happened with the Lord Marshall. Soumgra then decides to look for the servants to pump them for information. They realize that they’re the only two who speak Elvin. The cook says he has been ordered to make lots of waybread but provides no useful information at first. He then says that two days ago, he was ordered to make Trinakta, a special spiced cake that’s normally reserved for special occasions. The elf asks if Soumgra can find some strawberries. Certain sees Blade going into a closed store that was formerly a blacksmith. He decides to follow. Many guards are around the area. Blade is surprised to see Certain but admires his bravery. Certain says he’s looking to get a new sword. Blade says he’s there for some “problem solving.” He is not going to divulge specifics of his tasks, saying they’re “state secrets.” The blacksmith is unable to do anything to improve Certain’s weapon but sharpens Blade’s. Certain decides to have Coldiron inlayed into his blade. (535 xp gained. This ends the session.)


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