The Saga of the Wicked

Teeford - A Town Troubled
A New Ally and a New Objective

The group arrived in Teeford around noon the day after the storm. The skies were clear, the birds sang, and the sun shone brightly but the faces of the townspeople did not mirror the weather of the day. The group was treated with wariness and trepidation but reluctantly allowed into the town after a discussion between the Balance Keeper, Shabado, and the guardsmen. They obtained healing for their wounds, wandered the town to get the lay of the land, and collected news and rumors.
If the wariness of the guards was not clue enough that something was wrong, the fear of the townspeople to be anywhere near these rough looking folks was a giant red flag. Upon entering the local alchemist’s shop, they found a small girl no older than ten years old cleaning and organizing the displays; she stared with abject fear before breaking into tears and running to the back of the shop screaming at the sight of Oskar and Joseph in her doorway. The two learned that her father had been taken captives by a group of ruffians and taken away somewhere. She pleaded with them to get him back and eventually the two acquiesced.
Meanwhile, Shabado went about gathering information at the local tavern and inn while Mall 1114 was having his wounds treated by the town’s healer, an old woman who practices herbal remedies. Shabado, after talking with several people, learned that there was a group of bandits being led by an ex-military officer who had hauled off a number of the more able bodied townspeople for some purpose and they were believed to be holed up in the ruins of the High Tower fortress just to the north east near the tower itself. When the rest of the group began to trickle in and gather at the inn, they began to piece together what they had learned. Shabado’s information corroborated by stories from Oskar and Joseph who had spoken to the alchemist’s daughter, Joseph who learned more from the town’s governing council and a man named Marshall Cormack. After overhearing their conversations, a figure wearing a white cloak approaches their table and joins them. The figure reveals herself to be a woman by the name of Ashara and conveys to them that she is after this bandit group as well and thinks that they may have been hired by a man that she’s been on the trail of for several months. She tells them that she has reason to believe they are attempting to unearth some powerful, ancient artifact. The group agrees to help her search the ruins and they decide to leave at first light.

View
The Night of the Storm
A Chance Meeting

While traveling through the open grasslands of the Republic of Maela, four adventurers were each caught out in a violent hailstorm. The only place around to take shelter was a large tower on a hill. They all struggled through the elements, and one by one managed to find their way to a small cave opening at the base of the hill. Upon discovering each other inside the cave, they came to the agreement of “storm peace”, and settled in to wait out the storm. The four got to learning about each other and discovered that they were all from quite different walks of life: Oskar Turok, a somewhat feral dwarven fighter wearing a strange wooden mask; Joseph Van Ike, a paladin who has taken a vow of silence; Shabado, a sorcerer belonging to the Order of Balance Keepers; and an eccentric monk known only by the moniker Male 1114. Together they hunkered down to wait out the storm and while doing so managed to rid the tunnels underneath Hightower of some beastial denizens that had taken up residence there. After finishing off the last of the creatures, a zombified bugbear, the group set off to the south in the direction of the town of Teeford.

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.