Jubrayl's Big Score
session 14

The Badger Boys ask Jubrayl to wager Cage to Ukrun and lose, placing the cleric in the vault with the ring. Jubrayl plays along, losing both Archie and Cage to the half-orc. Ukrun leaves the table as his ‘winnings’ are lead away.

The dhampir woman suddenly approaches Lem and demands he follow. He is lead to Jubrayl and Rye’s table. They are joined by her robed companion. The woman suggests the guards may be interested to hear they arrived as slaves but now appear to be guests. She demands Jubrayl wager his slaves for her silence. Jubrayl agrees and loses.

Rye and Lem join Cage and Archie in the vault The robed man reveals himself as Peter Vane, the merchant Rye had crossed in Riddleport. His strange companion is called Seeker in the Morning. Peter has every intention of torturing Rye to death and can’t wait to get started.

The party locate the ring in Ukrun’s hoard and give it to Archie, who escapes in a grate with instructions to find Jubrayl. They also fine a cache of liquid blades and Cage’s (apparently pick-pocketed) holy symbol in Jubrayl’s chest.

The guards shackle Lem and Rye before Peter and Seeker lead the pair to a waiting boat. As they travel Lem notes the position of the stars and the stones in the water has shifted; the only solution, and the key to Fifty Fathoms secret location, is that the island moves.

Meanwhile, Ukrun retrieves his winnings and Cage tells him the other slaves have robbed him. Furious, the half-orc doesn’t have Cage manacled and immediately heads for a boat of his own.

Peter and Seeker delight in tormenting Rye with threats. Lem is able to provide a powerful distraction by returning insults, including a super-sick loogie fired straight up Peter’s nose. This results in a ferocious beating; his collar-bone and hand are broken by Seeker. As she pummels him Rye stealthily pick-pockets the keys to their shackles from Peter.

Ukrun catches up. Lines are immediately attached to Peter’s boat and the raiders board, immediately setting the ship ablaze. Rye frees himself and Lem. Seeker tosses Ukrun overboard and assaults Rye. Lem spears her through the railing and she responds by breaking his skull. Cage is able to keep his friend alive as Rye shackles the Dhampir to the boat. Peter watches his revenge slip away from the captain’s room as the half-orcs, dwarves and undead war on the burning boat. The Badger Boy’s navigate to Ukrun’s boat and flee with a magical gust of wind provided by Cage. All of their new enemies die off-camera, never to be seen again.

Arriving in Riddleport, they buy the captains silence and loot the hold, obtaining, among other things, a pair of Boots of Elvenkind. They locate Jubrayl and Miirori (who may have had a pleasant few hours together) and Archie before returning to Sandpoint.

They decide to give the ring over to Hemlock, as the letter suggested. Not long after he informs the group that the rings owner has been in contact and they will be meeting at the Devil’s Plateau the following morning. The party follow out of sight. Hemlock and his men meet with a large, organized force lead by a man of stern, noble bearing. Through divination Cage is able to determine the man, called Corsair, is actually a dragon in human form. Satisfied with the ring, Corsair and his followers leave.

A few days after the party are witness to a confrontation between Hemlock and Jubrayl. A local drunk believed he had hit gold when he discovered a barrel of ale bobbing in the sea nearby. Instead of hooch he found a corpse, one Hemlock has determined to be one Baron LeChrysler. Jubrayl professes ignorance, but does share some news: he’s recently become the owner of the Pixel’s Kitten, the brothel where Kaye Tessarani works. If rumours are true, the Sheriff and the madame are a couple, which gives Jubrayl a very personal edge over the lawman.

While the origin of the note remains a mystery Hemlock is as good as his word, and party accommodations are now covered entirely by the town. The Badger Boys’ have a permanent home in Sandpoint and absolutely, positively zero loose ends to be worried about.

Fifty Fathoms
session 13

Two weeks before the lumber mill murders Bethany politely suggested that the party’s deal was with Ameiko; perhaps the time had come for them to consider paying their way in the world.

Cage discovers a written plea from Sheriff Hemlock in his room. A ruthless group is heading towards Sandpoint in search of a ring which is in the possession of a half-orc called Ukrun. He can be found at Fifty Fathoms, a secret hive of villainy. Hemlock implores the party to enlist the help of Jubrayl in infiltrating Fifty Fathoms and retrieving the ring to appease the group.

The group seek the help of Jubrayl without sharing the note. The insanity of their request intrigues him and he agrees to help.

Lem approaches Hemlock for more details. He claims not to have written the note. He asks the party help locate Fifty Fathoms; in return, he will investigate the note and procure them room and board at the city’s cost.

The party ride to Riddleport under the guise of an associate of Jubrayls, Baron LeChrysler, and his entourage. Sleeves of Many Garments are used for quick costume changes. Boarding the ship to Fifty Fathoms they learn Barons entourage are slaves, a fact Jubrayl overlooked to mention. Also on board the ship is an unusually tall Dhampir woman accompanied by a number of animated dead and a thin, robed man.

They sail to Fifty Fathoms, a remote ramshackle building on a fist of an island hidden by illusions. They surrender their treasure to the attendants. As they discuss their plans in Jubrayl’s room trouble sounds from below. They arrive to see the giantess intercept a cheater and viciously crush his skull with her own. Guards lead another cheater to a gallows and summon an Aboleth from the ocean depths. The primordial creature makes a slave of the accused and, enveloping him in it’s protective slime, leads its vassal to the bottom of the sea. Sucks to be him!

Another surprise awaits them: a smirking woman recognizes Jubrayl. He uncomfortably introduces the group to Miiori. They leave him to her. They locate Ukrun, notable by his Dwarven companions, playing cards. Lem and Cage decide to locate the treasure stash while Rye sticks to the main floor to keep an eye on activity.

Using their Sleeves of Many Garments to pose as attendants, Lem and Cage are lead deep underground to the treasure hold. The horde contains unheard of treasure of all types: gold, jewels, magical animals, flying carpets, self playing instruments, even a dire boar. Although the exterior is well guarded no guard is posted within since the room is completely sealed other than a floor drain. The drain might be something an animal could travel through, and it appears like even living creatures can be treated like treasure…

On the gaming floor Rye spots Jubrayl and Miiori, now posing as his drunk girlfriend, join Ukrun’s game. Jubrayl starting to work a con on the half-orc. What he and she are up to is anyone’s guess, but it sure looks dangerous…

Thistletop Conclusion
session 12

The party confront the Greater Barghest. Despite their exhaustion and the creatures powerful magics they are able to slay the beast. With their enemies finally defeated or having fled the group explores the ruins, uncovering a fair bit of treasure for their trouble. They discover a treasure room with a mural depicting a city of spires in a mountain range. Their backpacks heavy with booty and Ripnugget’s crown atop Lems head, they return to the goblin stockade where they are greeted by the surviving members of the Thistletop clan. Dozens of them. Even Yoda and that swearing one.

Luckily the goblins are fronted by a goblin druid called Gogmurt alongside his firepelt cougar, Tangletooth. Gogmurt brokers a reluctant truce between Thistletop and Sandpoint. Lem crowns the new King of Thistletop before they take their leave.

After what seems like months but was really just one very long night the party returns to Sandpoint by sea, where they are greeted by a jubilant citizenry: the goblin operation has been a success. The major players in town again gather for debriefing while Rye takes a quick side quest with Shayliss. Brodert shares that the seven-pointed star relates to to the seven Tholassion runelords; it also signifies the seven sins and the schools of magic associated with them. The city of spires, he explains, is a fabled lost city in the Kodar mountains thought by most to be a legend.

And finally, Sandpoint is once again at peace. Good job, heroes.

A few weeks pass. During this time Ameiko, now living in the family estate and running the family business, vanishes in the night, taking her adventuring gear with her. She leaves behind a note promising to return and gifts the Rusty Dragon to Bethany. Rye spends more and more time with Shayliss, much to the chagrin of her father who does not approve. Abuse of pesh rises in town despite Jubrayl’s assurance that the drug was being sold elsewhere but it’s a minor problem for now. Lem feels the call of the forest and heads to the wilderness to seek out an animal companion, which turns out to be a badger, Detective Inspector Archie LeBrock. He is joined by Shalelu. Both have a wonderful time being with someone so like themselves. Cage assists in rebuilding the town and helps Father Zantus healing and caring for the faithful; of all of the group he is most welcomed by Sandpoint and is quickly seen as one of their own. Ilsoari discovers a new spring in his step and a taste for adventure, even though he can’t quite recall just what happened after that yeth hound scared him. He and Cage become buds and are often found at the monastery with Sabyl, Brodert and the others. And once again they all try the hagfish challenge and they all fail. Life is good.
It doesn’t last. One morning as the group spends breakfast considering permanent addresses they are interrupted by a grim faced Sheriff Hemlock. He tells them quietly that there has been a grisly murder. He once again asks for their assistance but tells them this time it’s a bit more personal: a bloody envelope containing a cryptic note from the killer was found at the crime scene.. And it’s addressed to Lem.


session 11

The party explore the area, discovering:

  • A storage area, more cave than building. A passage to the north leads to the tentamort cavern Rye discovered earlier.
  • Ripnugget’s harem, populated by terrified goblins-in-waiting. Bugbear-sized undergarments on the floor suggest Bruthazmus was a very recent customer.
  • A prison, currently empty of occupants. Lem finds the ring of keys in the warden’s office and pockets them, just in case.
  • The sleeping quarters of Tsuto, Nualia, Orik, Bruthazmus, and one other person. Items of interest include more of Tsuto’s ‘artistic’ nudes of Nualia, detailed notes on the Sandpoint attack, and everburning torch which Rye takes.

The party pass into a corridor containing doors to the north, east and west. The western door is a massive stone affair decorated with carvings of monstrosities being birthed from unnatural mothers. Cage identifies the artwork as a tribute to Lamashtu, Mother of Monsters. Despite this super tempting door, the party goes east. A thin corridor again leads them to the tentamort cave where Rye is finally able to dispatch the monster.

Turning back they discover their path blocked by a Yeth Hound. The creatures unholy howl sends Ilsoari into a panic. The wizard flees in terror and a second yeth hound attacks. A series of magic missiles from the north shoot Ilsoari from behind. The trio fight the dogs in the enclosed space, including a bitching wall run/ cleave combo by Rye, but are interrupted when a deep female voice speaking Abyssal calls for the dogs to Heel. The hounds obey and Lem promptly slams the door, leaving Ilsoari in the hallway with the monsters.

Let that sink in.

The now-trio dashes through the tentamort cave back to the original chamber and re-enter the corridor to find Ilsoari missing. The north reveals a sort of goblin art gallery containing a depiction of Thistletop in cross-section with a massive thirty foot goblin in a cavern in it’s heart. Pressing on, they discover a war-room for Nualia’s gang with details of the original and upcoming Sandpoint attacks,, including notes of a partnership with the quasit below Sandpoint. Most notably the notes describe a Runewell there can can create Sinspawn by via the blood of sinners. The Runewell is not at full power, but the death of Sandpoint should fully enable it.

They find and follow a staircase to the interior. The stairs twist and break revealing the slanted cant of the ‘head’. The chambers below are dusty and unlit and contain multiple statues of a stern-faced man wielding a book and glaive. Before entering a corridor Lem notices the ground is unusually clean and that a particular tile is a bit suspect. All three party members jump over the tile, but Cage lands noisily. From the far end of the corridor the same deep female voice demands their surrender or their friend will die. They decide to risk it and open a full assault.

Again: let that sink in.

Naulia awaits them. She is as beautiful as described, maybe moreso, except her exposed midriff reveals a map of scars- a symbol of a devotee of Lamashtu- and her angry red right arm, transformed now into something infernal as her metamorphosis has begun. She is joined by a trio of floating yeth hounds and a wizard called Lyrie, furious at Tsuto’s absence. True to her word, Naulia slashes Ilsoari’s throat with her saw-bladed bastard sword.

The fight begins and it’s a slobber knocker. All stops are pulled, all tricks are invoked, nothing is left on the table. Fate turns on Nualia as she loses control of her weapon. Waves of negative energy bomb the room as Lyrie fires a wand of magic missile and the hounds relentlessly attack. Through some miracle the trio are able to gain control, and soon a brutal power attack by Rye followed two perfectly placed arrows by Lem silences Nualia’s rage forever.

Still, the fight is not over; a yeth hound attaches itself to Cage’s throat, nearly killing him. Lem drives his thumbs deep into the hound’s eyes to save his friends life (he’s lucky he’s not Ilsoari) before Rye is able to land a killing blow. Lyrie, overwhelmed and heartbroken that her love Tsuto has been killed, flees the scene, leaving behind her belongings. As Lem watches her flee Ripnugget returns, sword in hand. He rushes toward the group but accidentally sets off the trapped tile and is slaughtered by a storm of swinging glaives.

Somehow all four of the party survives. They pillage the room, discovering Nualia’s journals, then take a well-earned rest and heal before continuing their exploration. They follow a recently uncovered hidden passage where mumbling from behind a door draws their attention. The door reveals a throne flanked by statues of the glaive-wielding man, as well as an illusion of the same man on the throne. The illusion is damaged and has been looping a short message for ten thousands years. It identifies the runelord as Karzoug and has a cryptic message about runelord Alaznist and a catastrophe.

Finally they discover a seven pointed star- the Sihedron rune- and place it in a relief in the massive stone doors to the south. The door slowly opens for the first time in ten centuries, revealing a massive four legged creature in a massive chamber lit by an ancient flaming pit. Not quite the thirty foot goblin they expected…

You Shall Not Pass Away
session 10

The party surrounds the prone form of Ripnugget, intent on interrogating him. The Goblin King is no easy mark, however; he struggles and cries for help. In the courtyard, the battle between the Thistletop goblins and the warhorse Leggs has shifted tides; the horse is dead on it’s feet from dozens of cruel wounds and the goblins, now engaged in sport, think they hear something…

Fed up with Ripnugget’s howling Rye delivers a mortal wound to the King. Before he can be finished off a door leading into the island’s interior opens and a bugbear, Bruthazmus, sinks an arrow into Lem. Bruthazmus provides cover for Ripnugget who flees screaming down the steps. The party manage to wound the monster before he too escapes. he advantage of surprise is officially lost.

Cage heals the group before they descend into the island. They enter a large, unfurnished room with a polished stone floor and many doorways, a few slightly ajar. The interior structure, just like the catacombs below Sandpoint, is clearly the work of the Thassilonians. As the party attempt to formulate a plan they are suddenly attacked! Tsuto flies forward from a door, attacking Rye, while Bruthazmus again opens fire. A human warrior called Orik leaps into battle, clearly just roused as he hastily dons his helmet. Orik is able to quickly take a piece out of Ilsoari. Lem is able to finish off Bruthazmus while Rye dules with Tsuto, who disarms and mocks his foes. Cage nobly keeps the besieged party on their feet.

Orik seems hesitant to continue attacking but, fearful of a Scroll Cage is about to cast, he clobbers the cleric. Soon Tsuto’s agility begins to fail him and when it is clear that his side will lose Orik quickly kills former team mate. He guardedly explains to the group that he is a simple mercenary. He met with Nualia and her crew in Riddleport and, desperate for money, he agreed to help her. He was not then aware of her plans to incinerate Sandpoint and turn herself into a demon, nor was he aware that she would be attempting to raise some ancient evil she discovered in the Thistletop ruin. Between her madness and the sudden appearance of the group of heroes Orik decides to find the money he’s looking for another way.

Before Orik can retreat, however, Cage figures it’s a great idea to cold cock the fighter. He lands a decent smack, but is nearly killed for his trouble when Orik lashes back with his bastard sword. Orik then takes his leave. Ilsoari is able to stabilize the cleric and he is brought back to consciousness with a the aid of a few potions.

The party is at a crossroads: above them await an unknown number of Thistletop goblins; before them, an unknown number of enemies and Nualia herself, not to mention whatever Ripnugget got up to. Their presence is known to all, both casters are in need of rest, and everyone of them is wounded. Only true heroes could find a way to beat these odds…

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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