After the Raising of Night-5e

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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First Order of Business

" Lads and lasses I’m thinkin’ that as a freish squad of militia our first order of business out to be to carefully choose where we shall be drinking. Were we anywhere else in Torn I could have us all several pints into it by now, but this is my last stop on the tour as it were.
What say ya – we got us a local who can lead the way?

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First real day on the job
Adventure 1

Alas we were finally given a real assignment. Something other than the tedium of training and learning the protocols and standards of this place. I yearn for the opportunity to protect the innocent and return balance back to this troubled region. We were ordered by our dour and foul mouthed sergeant to investigate the whereabouts of a local human. Apparently he’d gotten himself mixed up with a local cutpurse or fence or some such distasteful thing and they’ve gone off into the bush to make some kind of mischief. Normally I’d say to hell with the bastards. Those that go looking for trouble usually find it right? But in this case the man in question took his young son with him. The boy was the only one that came back. If the dad has gotten himself killed so be it. That’s nature’s law. But i’d hate to see the boy orphaned on account of his idiotic father …

So we headed up into the bush to investigate. We found what we thought to be a female halfling warrior statue all broken and knocked over. It seemed a strange place for a statue though truth be told. Moreover, there was no base to the statue. Upon closer inspection we realized that it wasn’t a statue but a true halfling that had been turned to stone and her remains were trampled into the soil. Strange happenings. What manner of foul magic was this? We continued with great caution.

Once at the caves, we ordered the boy to hide in the bushes and we headed in. We came upon a mud filled cave with 3 mud mephits. Nasty little things that vomit some kind of disgusting goop on you that fouls up your movement. We put them to rest fairly quickly though despite our paladin. He got himself hurt pretty badly and had to pull back.

From that point we headed down a hole that led to a hallway. The half orc led the way. Below he found a narrow tunnel with a few goblins in it. He proceeded to ask said goblins if they’d seen the missing humans. I fear the young fellow might not have a full quiver of arrows as the bloody goblins were chewing on a fresh pair of human arms while he asked them. We dispatched the goblins fairly quick and I foolishly ran ahead into the next room where I was roundly thumped by a pair of goblins. With a bit of help from the others those goblins too went down fast.

We decided to rest in that room for a bit to catch our breath. We will see what lies in the hallways beyond …

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Ta who it may concern...
Last Will 'n testament

Durgen quickly scrawls something on the back of his map and tucks it back in his scrollcase…

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"..Evil looking Statue.."

I me’self were thinkin’ “grim”.

Twer a “grim” statue. Now were it an “evil” lookin’ statue I’d a been a might more leery regardin’ touchin’ any gold chain.

Fer that one might need a 10’ pole – which we dinna bring.

Fer a “grim” statue ya take yer time, ya take a chance on a trap – those are the risks.

This is what comes o’ yer paladin scooterin’ back ta town ere we’re done explorin’.

Now, I suggest we take our stand in the statue room – have em’ come at us one at a time.
We can bash ’em ta bits one by one then scooter off ta town ourselves!

(By the By – what are ’hero points" in 5e context? did I miss something on the wiki?)

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Ulfors Defeated!
In which the DM moves the story along...

Having slain Ulfors and the band of gnolls that had been plaguing the Drowned Maiden Lake region, the heroes returned to Drowned Maiden outpost with the rescued soldiers, Chastayn d’Florren the priestess of Barraban, and Ogrek Headbiter the scout. Sir Krays greets the heroes with a feast, and a pouch of 50 gp for each of them. He takes down their report and sends news back to Gorloch’s Bastion.
Koln Leadfist, the leader of the dwarven pack train, reports that Rurik Fireforge and Hadrik son of Hadrik had left in the night a few days before, shortly after a nervous halfling came to the outpost claiming to have been rescued by the heroes. No further sabotage or problems have turned up, and the dwarves were keen to get moving, to rebuild the bridges and meet up with their comrades at Kez’dorm.kd_tower.jpg
The heroes escorted the wagon train around the north shore of Lake without much incident, repairing the bridges as they went and arriving at the small dwarven fortress being built at Kez’dorm in 5 days. There they were greeted by Borrik Silvershield, Chieftan of Kez’dorm, who feasted and rewarded the heroes with the title ‘Dwarf-friend’ and silver medals engraved with Dwarven Runes and the Hammer and Shield sigil of Kez’dorm. The dwarves returned to work building their fortified towers, panning for gold and planting crops. Borrik spoke with the heroes about his plans to reclaim the lost city of Kez’dorm once they had their outpost set; he spoke of the horrors that lurked in the ruined city and listened appreciatively to their reports of Uflors and his fey-patron.dwarfmedal.jpg
The journey back to Drowned Maiden Oupost took only 3 days, through cold, wet rain that heralded the onset of autumn. Upon arriving at the Outpost, the heroes found a merchant with various potions and gear for sale; as well, they received orders to return to Gorloch’s Bastion to report to Count-Captain Feydor as soon as possible.

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Lance Rock

After a short rest at Isrick’s Cairn to recover from our last exploit. We set off to investigate suspicious activity at an area within a day’s walk from town, dubbed by locals as Lance Rock. There was worry over a strange sign warning people to “Beware Plague” and plague was otherwise unknown to the good people of Isrick’s Carin. We proceeded without the dwarf, Durgen Stonehewer, who had fallen ill and was in no shape to travel, much less fight if it came to that.

Upon finding the rock that gives the area it’s name, with the help of the ranger and druid, it was not too long before we found the entrance of the cave. We discovered a body laying near the entrance and it was examined to be an undead human, laying in wait; however it was disposed of easily. Entering a larger area, the team was attacked by zombies but again, the zombies were disposed of easily enough. We proceeded through the caves, fighting off skeletons and more zombies, narrowly avoiding traps designed to lay invaders low before tangling with the self-proclaimed Lord of Lance Rock.

We pursued into a huge cavern and there the foul necromancer made his last stand with his minions. The gallant team were able to make quick work of the undead horde and the wizard struck down the necromancer with flaming bolts, ensuring that the rest of the team was left untouched by dark magic. Upon his death, the Necromancer of Lance Rock immolated in a black flame and yelled something about serving “the eye.” The flame left no body, just a grease stain.

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Letter found in Feathergale Knight's Tower
Since Durgen asked...

Meraska,
We are pleased to hear about the outcome of your altercation with the Black Earth cult, and we praise you for the capture of one of their prisoners. The noblewoman from Erazkinay has an interesting tale to tell, and we shall enjoy interrogating her further. Keep close watch on the Sacred Stone Monastery. I want to know what our enemy is planning next!
Your beloved queen,
Aerisi Kalinoth

204feather.jpg

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Into Marshbridge and Beyond
And some Durgen backstory

The party’s day of rest in Isrick’s Cairn saw Kev’quarim researching, Grumelrik and Keiran returning to the necromancer’s cave to gather the surgical tools, Durgan investigating rumours and their sources, Peiren doing something, and, finally, Trueman speaking with the local authorities.

It was discovered that farms were vacant and people were missing, so we were invested with the authority of the local baron to investigate these occurrences while considering our primary mission of discovering the missing dwarven caravan. The party set out Eastward toward Marshbridge. During the day of traveling they came upon Willam, a farmer, who was traveling West along the road with his two cows toward his cousin’s farm. After a short interview, Willam admitted to his cousin wondering about a friend, Thompson, who had disappeared to the west of their current position, and Willam lamented about loosing two of his own cows to an unknown beast.

The party decided to head East, toward Willam’s farm and the beasties (it should be noted that Kev’quarim was of the opinion to investigate the disappearance of a person first).

Ankheg.jpgComing up to the field, the ranger spotted the corpses of the cows, and the party was quickly set upon by the doers of the deed, a pair of ankhegs.

With the ankhegs dispatched with, onward to Marshbridge, a place with a serious dislike toward dwarves, beginning with Durgen getting charged ten times what the rest of the party were to get past the bridge toll.

Trueman, Peren and Kev’quarim stayed in town to meet the halfling mayor, while the rest of the party remained camped on the outskirts. It was noticed that a wanted poster depicting our friendly dwarf hung behind the bar, to be arrested on sight for charges of horsetheft and card sharking (it was also noted that he had a foul mouth). Apparently the mayor and Durgen had a tiff in the past and have yet to sort it out.

Aside from being a fierce racist toward dwarves and loving cards, the mayor didn’t seem to be too bad a fella. We ended the night off with the impression that he would be waiting for our Durgen in the morning, so Peren snuck back to the camp of the other members of our party and we all met up about an hour outside of town, heading East, toward Malzer.

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The Sacred Stone Monastery

The party pursued rumours of a wyvern at a quarry and they found it. It managed to strafe the stalwart band a couple of times, nearly killing Peren in the process before being brought down by Grumelrik and his spear, Pointy.

An investigation of the mine showed that something heavy had been loaded on a cart and taken along the river to the south-southwest. Within twin narrow caverns was a giant orb of an obsidian-like material.

Following the tracks we came upon a shrine to Parthea, the Huntress, over 200 years old. It was defaced with more recent carvings of this symbol: Sacred_Stone.jpg

Sacred_Stone_Monestary_-_Outside.jpgA sandstone cavern opened to the monastery in a natural amphitheater. Durgan and Kainen bravely advance to the door and knocked, at which point Durgan stabs at the face of the creature through the newly opened eye slit. Though immediately reacted to negatively, this did prompt the doors to open and a fight to ensue.

Upon exploring the monastery hallways above, most of the monks were human and druergar, that nasty race of grey dwarves were found. Making our way through the monastery, we crossed a garden, untended for a while, which had doors that lead outside and one up to an external building with a magical lock. Forcing our way past that lock, we stumbled upon the lich, Caradoon, who quickly sent us away.

Below was a Bape, aka Digger, with bronzed claws, mining tunnels, 3 orogs lead by an ogre, and a long staircase further down that lead to a dark elf “Gateway to Tyar Bessil” framing dark shimmering energy within its arch. The energy was determined to be not of dwarven origin, but we are not convinced that it is dark elf either.

Also below were the captives from the quarry in which resided the wyvern, who mentioned that they brought something out of their mine, “Eggs of Destruction,” which they were not allowed or could not look at. Among the captives was a dwarf, Brule D’Enthar, who was a part of the delegation that we were sent to find in the first place. He was able to ell us that 2 other dwarfs were taken further below the monastery, and 3 were kidnapped by vultures. The tunnels were simply for the sake of tunneling as there is no ore or anything else worth mining here.

The party took a short amount of time to ensure that the former captives were fed well and prepared for a walk to Isrick’s Cairn. Kevquarim Braga took the opportunity to look through the sciptorium, catching up with the expanded band as they were beginning their two day walk.

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