Silver Lining

Fracas at the Inn
  • The party returns to Ogrefoot and head to the Inn for food and rest. Anouk and Haans check into rooms and rest, while the other Manuka, Scraplin, and Tulip visit the dining hall, which is packed with customers.
  • Scraplin attempts to intimidate a guest into giving up his seat so he and the other Argonauts can sit down. Not only does Scraps fail, but he knocks over the beer stein of a Leatherneck gang member, who starts a massive bar brawl.
  • During the fracas, Scraplin sneaks into the kitchen and helps himself to some free beer. Tulip bull rushes through the crowd, then joins Scraplin in the kitchen, destroys the beer keg racking, and starts a beer tidal wave. (He log drivers’ waltzes on a keg, while holding a keg.)
  • Meanwhile, Manuka one-punches a bully, but is later snared around the neck by a chain, knocked out, and dragged to an unknown location.
  • In the aftermath of the beer flood, Scraplin and Tulip realize that Manuka is missing. They search the hotel rooms upstairs, coming across Eambard, the Gnome innkeeper, in the physical act of love with a female Goliath, and Haans. The three of them set off in search of their Dragonborn friend.
  • Elsewhere, Manuka wakes up in a stone prison cell. Coincidentally, her old adventuring companion Mort is in the opposite cell. Manuka uses her fire breath to kill the jailer, takes his keys, and releases Mort.
  • Exploring the dungeon in which they find themselves, Manuka and Mort find that they can go up three flights of stairs, but can only access the two lowest levels.
  • On the second-bottom level, they ambush a sleeping jailer. They manage to tie him up with chains, and attempt to interrogate him, (cutting off two fingers and his member!) but he scoffs “do what you want to me, you’ll never get past my brothers.”
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Entering the Feywild
  • The party search the chamber in which they slew the demon and come across a cache of magical items!
  • Anouk and Manuka convince Haans to have his jelly fish stings treated by golden shower. He goes with it willingly.
  • The Water Temple collapses shortly after the party departs. They make their way back towards Ogrefoot, porting the body of the dead Elf of House Syríonê, and taking in the beautiful natural scenery. One night, Anouk attempts to search through Haans’s belongings while he sleeps, but the Ranger awakens and catches her in the act. The Elf makes an excuse, but Haans is skeptical; he begins to doubt her trustworthiness.
  • After several days’ travel over rolling grassy plains, the party comes across a stand of old totem poles. Anouk senses that the site is a nexus of cosmic power, and uses the opportunity to open a portal to the Feywild, which transports her and the party to the magical realm.
  • The Feywild, homeland of the Eladrin, or High Elves, is rich in magic. All matter, every leaf, rock, and drop of water, resonates with power. The air is fresher, food tastes better, and music sounds more lovely. Visually, all things have a painterly appearance.
  • Anouk guides the party to the beautiful Castle Syríonê, where they are ushered to the court room by two guards.
  • Anouk diplomatically presents the body of the fallen Syríonê adventurer to the court. The King is saddened but relieved to know the fate the young warrior, and by Elvish custom, considers the return of the body a great honour. He declares Firizine a friend to his House.
  • The party notices one of the King’s advisers rankling at this development; he seems highly perturbed by the sudden boost to House Firizine’s esteem.
  • The King (Quelindan) makes the Argonauts his honoured guests for the night, putting them up in magnificent rooms with stunning views of the surrounding landscape. The party takes full advantage of the generous hospitality, splurging on sponge baths and foot massages, before joining the King as guests at a royal banquet.
  • The party enjoys an unforgettable evening of dining, revelry, and merry-making; Manuka has an inspiring jam session with the court minstrels. The next day, she buys a silver Elven harp from an instrument maker in Syríonê town.
  • Before leaving the Feywild, Anouk writes a letter to her family, notifying them of the potential new alliance in House Syríonê.
  • King Quelindan presents her a bracelet, signifying the friendship of his house. Shortly after, an unknown party slips a note to her, warning that Firizine still has enemies committed to keeping it from gaining power.
  • The party bids farewell to the castle and returns to the material plane, finally arriving back in Ogrefoot to claim their reward for a job well done…
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Showdown with the Water Demon

The party at last confronts the Water Demon. A 12-foot tall monstrosity, the demon is a chimera of jellyfish, crab, eel, and deep-sea anglerfish, with a deranged human face on a telescoping neck, and a strange, red quartz crystal embedded in the center of its thorax.

The party fights magnificently, keeping on the move and protecting their casters while raining down blows on the demon, eventually shattering its protective outer carapace. Although its amorphous jellyfish underbody proves to be surprisingly resilient, a symphony of mace-blows, eldritch blasts, baleful songs, flaming spears, and bolthrower slugs finally take down the fell creature.

Noticing that its chest crystal floating in place, the party thinks quick and encloses it within the magical turquoise sphere they discovered earlier. The effect is immediate: a circular panel across the seam rotates a quarter turn, and the two halves seal together with a flash of radiant light.

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Opening the Egg

The party take an extended rest after their battle with two Soldier Crabs. When they awaken the next day, they feel mightier; in fact, they’ve leveled up to level 2!

Exploring three long hallways, party members discover wheels embedded into the wall. Turning all three of them causes a pillar to descend, presenting a jeweled treasure box. Scraplin picks the lock after placing the box underwater, to reveal a filigreed turquoise sphere that opens on a hinge and seems to absorb energy within a small radius.

Returning to the main chamber, the party notices that all three feeding waterfalls have tried up, and the water level in the channel is diminishing. After a few minutes, the level drops to the point that the previously submerged staircase becomes accessible. The party descends the stairs and finds their way to a grand chamber. Anouk moves in for a closer look, and is ambushed by a 12 foot tall demoness…

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Hidden Chamber

The party of Anouk, Manuka, Haans, Scraplin, and Tulip rest after their tough battle with the monsters in the Chain Puzzle Room. The next day, they return to the Temple’s main chamber, and notice that a second waterfall has dried up and the water level in the central channel has lowered again.

At Anouk’s suggestion, the party retrieves the body of the dead Elf. The corpse ends up at the bottom of a deep pool of water, owing to Tulip’s attempt to swim to the bottom gone wrong. Anouk makes an effort to retrieve it but panics once she gets to the bottom and nearly drowns, but is saved by the intervention of Manuka and Haans.

Manuka discovers a hidden door behind the third waterfall and the party makes their way in. After disarming a few traps, they battle and defeat two Soldier Crabs.

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Chain Room Battle

Party members Anouk, Haans, Manuka, Scraplin, and Haans battle four Orc-like sea creatures. The monsters are the toughest yet faced, and the party only just prevails, with Manuka, Anouk, and Haans all receiving near-fatal injuries at various points.

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Swamp Showdown

Party of Brienne, Graf Orlock, and Miri arrive at the column of smoke. They scout around and behold the disgusting scene surrounding the Brain of the Swamp.

They attract the attention of some Swamptouched zombies and destroy them. Attempting to move in closer, they spy Zarr’s Apparatus and awaken the Fenlord. As they battle the Fenlord, Orlock uncovers the Brain and blasts it until it erupts in a frothy pink shower, immediately killing all nearby Swamptouched. Not long afterward, the Fenlord falls as well.

The heroes investigate the Apparatus, notice the enormous Nulnbinnul spearhead, and realize that although it resembles a trebuchet, its purpose must be to drill down to release Zarr from his subterranean prison. They smash it it sufficiently to make it inoperable, and debate whether to activate it. Finally, they discover a furnace nearby, the source of the smoke, the area littered with several dead Swamptouched dwarves.

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Somewhere in an alternate universe

While the Argonauts delve the Temple of the Sea Demon, somewhere, in some parallel reality, another party — similar, but different — battle monsters of their own.

Anouk (a Unicorn-Elf with a powerful Troll fetish), Tulip (a bull-headed Minotaur), Manuka (a chameleonic Lizardfolk), and Scraplin (a towering Goliath), are attacked by three Tomb Golems deep in the catacombs beneath an ancient city.

While vocal-fry Manuka clings to the walls with her chameleon power, a warlock spell gone wrong sends Scraplin plummeting into a pool of acid. Anouk rescues him with a timely whirlwind spell, but also incinerates her comrade Tulip with a column of flame intended for an enemy Golem. The rest of the party members survive, acquiring 50gp, 150xp each. Anouk also finds a Potion of Cure Light Wounds (MME, 96).

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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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