Life and Death Are Only a Dice Roll Away...

Kavala estate
Apologies, I forgot characters names

Now in service to Baron Aldred of Gorbin the party have each been given quarters to sleep in. They have been working for him for several months when one morning a rider arrives and is immediately admitted to seein the Baron. Half an hour goes by and a mi or commotion is occurring. The Barons son is seen leaving the castle at speed towards the east. Sir Brunswick, an older knight is in the courtyard and calls the party together to prepare for a journey. The lord is travelling north and wants the party to accompany him.mhe needs to meet with Duke Carnasse. Have to travel to Port Clyster and then on ship to Beltaine. The ship the party is on starts to take on water after losing its mast but makes it to land for repairs. There is a submerged city in sight. The Baron orders the party to investigate. An hour later they arrive at the city. It is located in Marsh and is built from limestone. There are lots of bone and armour scattered about. An old man is sat there. He is the gatekeeper of Kavala. Lord Kavala and his sons were driven from their land and were cursed to never settle until they could build a castle on neither land or water. They came across a beach with a marsh and proceeded to settle and build a city there. It eventually went to ruin and taken over by goblins. Lord Kavala has not risen. The Avenue is lined with broken ruins of buildings. Black Obelisk is the. Idle of a square that is covered in glyphs that no one recognises. There are buildings on all sides of a hexagonal shaped building and a fortress shaped building. There are no secret entrances around the obelisk. They see a figure at the hexagonal building. The glyphs on the obelisk tell the story of Lord Kavala. Investigate the fortress building. Enter through the wreckage of gates into a courtyard. 4 towers here. North tower has an entrance with a tunnel leading to a staircase with a woman in white standing there. Mark walks towards her and the stairs collapse underneath him. The woman laughs then hurls herself towards Mark. Dispatch her and she disappear. There is an alcove with a drum and a pewter cup with jewels. One of the gems is glowing. Head to the hexagon building. Climb the stairs. Door has a skull above it with a statue of hounds on the side. Try door and the dogs animate. Romney takes out some bacon and tries to tempt the dogs with it. It works. He takes them. He takes them out into the courtyard and tells them to stay. They now open the door without any interruptions. They enter a large domed chamber,mhe floor has spiral patterns with a large slab heading down with 3 skeletons on floor. One of them has an ebony staff. The slab is lifted to reveal a spiral staircase. Old bones at the base. Intersection with 2 3 metre corridors. North portal, South 2 doors. Head south there is actually 4 doors. 1st door, living room with 8 beds and tapestry on wall depicting necromancy. Stuart tries to burn it but it doesn’t burn well. Try the door opposite. Living quarters again. Next door is a library. It has a small magnifying lense. Opposite door is a small room with silver crescent motif on wall. Lever it out of the wall. Continue on through the corridor which leads west. Large mahogany portal at end of corridor which opens into a room. Treasure room.. Another door, another corridor. Half way down is another corridor heading east. The corridor continues North. Another door. Wide chamber with 9 skeleton soldiers. Stuart charges in and chops a soldier to pieces. The other 8 surround him. The party dispatches them. On the floor is long dead bodies that have appeared to be slain in battle. Go back to the spiral staircase and continue going down. There are niches is walls with skeletal remains. There are water marks on the walls. There is a heavy bar that says do not proceed. Raven lifts the bar and sees rocks falling. She manages to evade them. Enter through the door. It’s all pitch black. Eventually push through the darkness into a sunny room. 12 chairs are here. Chess pieces on the floor. Raven and Mark sit in a chair. Their companions disappear and a ghostly figure appears and says welcome to Kavalas game. Rest of the party are asked what they will give to free the 2 companions. There are no exits from this chamber. He wants 2 artifacts. Legendary sword of Ildyr the king and sword of Olveron the elf. Must bring one of these back to him with a year and a day or else. Bad things will happen. The party agree and the 2 companions are released…..

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Norham woods

It is dawn and the party are practising in the fields. Noktar approaches them. Sir Bjorn, a servant to the baron wants to talk to them. They go see him. He wants the party to investigate Norham woods which is located by the hills. He will pay for our services. It seems the Barons tax collector passed by with 4 full saddlebags of taxes. A few days ago his horse came back alone and the money was missing. The party must find out what happened. He also wants a certain sword found and returned.
The journey takes 1 and half days when they come across a muddy path leading into Norham. They enter a building where a cow is being roasted over a spit. The village chief agrees to feed the party for a small fee. They find out that the tax collector rode past about 4 days ago and shortly after 2 men were seen following him on horseback. Shortly after that the tax collectors horse came back and then the 2 men reappeared looking very nervous.
In the morning the party set off for Hobbs Dell. A freezing fog hangs in the air. An iron railing fence blocks the way. There is an empty space where a gate used to be and a bloody tatter of cloth is hanging across this gap. There is also a 2 foot black crucifix hanging here on the fence. It reeks of strong magic. Raven and Sir Cadwin slide underneath into the other side. They find a cracked stone slab which looks like a sarcophogus. on it are runes that read To rest, To wait, To guard. The rest of the party follow them in and they all lift the lid of the sarcophogus. Inside is a pile of mouldy bones. Sir Cadwin investigates the coffin by romoving the bones, searches it and finding nothing tries to put the bones back in roughly the same position it was in after playing around with various positions first.
towards the north is the fence, towards the south are stepping stones, the east is fog and west is the gate. towards the north is a rust coloured smear on the path. It looks like someone tried to crawl further towards the east. They follow the blood trail. They follow it about 8 meters in and Raven loses the trail due to the fog being too thick to see. They turn around and go back out of the fog and decide to follow the stones. 40 meters in the path widens NE and E. the east path seems more slightly worn so they follow that one. There are sharp flints on the path and puddles are on each side of the path. A patch of dirt rises from the side where a grave is and a zombie attacks.
After dispatching the zombie they continue on the path. There is a sword poking up from the grass. Sir Cadwin picks it up. Another 10 meters on and they reach another path heading NW. They keep heading East. There is a bad smell permeating through the air and they can hear running water nearby. The path turns around a stagnant pond with an island of trees in the middle. Bats fly from the trees and over the party. The water is shallow enough to wade through so Raven goes across the pond towards the island. There are things in the water that keep brushing against her. She reaches the island and climbs up a tree as this is the only way onto the island. There is nothing here, it appears it is only the bats home. She sets the trees on fire because she can and retreats back across the pond to the party. They keep following the path until they reach a river. A pole looms from the fog with a body hanging from it wearing the colours of Baron Aldred. He is also wearing a sword. It seems this is the sword that the party were asked to find. On further investigation of this sword they find a hidden parchment inside the hilt. It reads The old wolfs days are numbered. 2 local lords side with us. I shall be visiting Ulric. Make sure the castle is guarded by our own men on the day of the hunt. signed your brother Bjorn. They pocket the swaord and parchment for future use.
They keep following the path and hear a voice from the other side of the river. It is calling out to Sir Deowine. Its yelling out that travellers should hear me. It is a slender elf girl dressed in green carrying a bow. She tells Sir Deowine that we have entered Tuannons gardens and he is evil. She tries to get Sir Deowine to come over and join her for some fun. There is no way across unfortunately. They move on and keep following the path. They come across an iron shod halberd on the ground pockmarked with rust. It emanates evil so Maustic tells the party to leave it alone so they leave it and move on. They find themselves reaching apath that forks 4 ways. A pebble is rolling along the ground. Raven kicks it and a hand reaches up through the dirt towards Raven. It is another zombie. After they dispatch it they continue NE. 2 paths eventually join this one, evil is strong in the air. A zombie appears, they kill it and move on. Sir Deowine finds a curious stone plinth in the fog. It is an ancient sundial. It is both an ornament and a safeguard. Underneath it is a yellow gem. It says sunlight banish skyjewel sear. Sir Cadwin takes it.
They continue on and find a burial mound covered in grass around a stone entrance. There are 5 blue skulls positioned around it. As they approach the skulls start jabbvering to each other in a high pitched tone. Raven and Sir Cadwin smash them all. Inside the mound they reach a chamber. A figure is gliding towards the party. A silver clasp is holding a cape on the shoulder, it wears a crown of leaves on its head and attacks. After killing it Sir Deowine loots the corpse. While he is doing this Raven finds a door and sneaks through. Frosty Pegg and Laith join her. They find stone slab with treasures inside. The rest of the party finally notice and follow them into this room.
They head back to town and hear voices ahead on the path. Frosty Pegg and Raven sneak around and find Bjorn speaking to 2 other men. They both climb trees in case of ambush and wait for the party to approach the men. Sir Cadwin, Sir Deowine and Laith approach the party while Maustic sneaks around to the horses and takes the saddlebags. Sir Deowine and Bjorn swap money and sword, not realising the parchment is now missing. A bit further up the road the men stop and turn around. Seems like they have found the parchment is missing. They attack. The party dispatch the men and take Bjorn captive. They return him to Baron Aldred for justice. The party join Baron Aldreds services.

loot found 80 florins, electrum torque, 2 silver wrist bands, gold ring and emerald set into copper diadem

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Velanders tomb

The party travels across country with Bretwald the cleric. They soon reach a choice, they can either go cross country and take a short cut or continue along the road. They take the short cut. Along the way they gather mushrooms and stop to chase sheep for lunch. Continue on and its soon dark. They set camp, 2 people are seen running towards them. They are kings messengers. They stop to talk. They have a message from Baron Gorbon to Ongus. They say the forest is haunted by elves. They stay the night and continue on in the morning. The party continues and soon reach a town where Bretwald goes into and returns carrying sacks and shovels. At evening he takes the party to the tree that has the magic thread tied to it. They follow it, walking all night and in the morning enter a clearing with a rock. There is an arch over the rock covering the doorway up. They dig out the doorway. After 2 hours they come across a solid oak door, open it and enter. There are stairs leading down to darkness. They light a lantern and descend. They are in a gothic corridor with a tapestry on one wall of warriors in battle. They pull it down, a corridor is behind it. There are cobbles on the floor. They enter a room. The floor is made of smooth black quartz with red glowing symbols on it. Hieronymus thinks the symbols are a map and takes a drawing of them. Thee is also a chest in here that Raven opens carefully but still manages to set off a gas trap. The party retreat until it dispels. There is 200 silver coins and a bag tied with human hair. Deowine takes it. They go back to the main corridor and 2 portcullises drop down trapping them in. They lift one and continue on. The passage leads on to a south corridor that is glowing, a western door and northern door. They go north and enter a long hall with a podium of grey marble with a silver goblet on top. There is another door leading on. The podium has a fave carved into it. As they approach the face starts blowing wind at them and they get blown back. Maus shoots an arrow into the mouth stopping it. Raven continues into the room when the face spits the arrow out. It blows Raven back out into the corridor. Deowine opens the bag and the air goes into it. He picks up the goblet and continue on. They enter a corridor with another corridor going eat west. They go east to a room with a bronze helmet against the opposite wall. Deowine steps into and gets stuck by fine strands of something. A giant spider starts descending towards him, he takes out his bag of air, points it at the spider and opens it. The air sends everyone way back into the corridor. Raven tumbles across the room, dodging the spiderwebs and retrieves the helmet which Deowine takes. It has a visor with a glass mirror attached. He puts it on and can see shadows. They continue the opposite way, setting off a giant swinging axe. Damage is taken by some members. The corridor is blocked by a purple energy barrier which is located between 2 alcoves. The alcoves have purple liquid and grey liquid. Deowine goes through the barrier and starts cowering in fear. Hieronymous goes through and is not affected. Everyone goes through except for Raven who refuses to go. They continue on a find an underground river with 2 quays. On the other side is a statue, it moves. There is a rope bridge. Meanwhile Raven decides to join them and drinks the grey liquid, turns slightly to stone and goes through the barrier. She drops in fear and starts screaming. Deowine and Laith hear her and go back for her. On seeing them she screams even louder and runs in the opposite direction. Deowine just laughs so Laith goes after her. She runs blindly through the complex and up a rope ladder into a cavern with a tree and a huge red dragon in there with a huge hoard of treasure.. She screams even louder and starts running circles around the chamber as she doesnt know where else to go. It starts talking to her which makes her scream even louder and running faster. Laith finally catches up and talks to the dragon. They try to calm her which doesnt work. The dragon puts a sleep spell on them both and when they wake up they are both cured of their ills. They sit down to have a nice talk with the dragon, Raven tries to seduce it but fails. His name is Fengal, he was a companion to the wizard Malthor who was Velanders wizard. They ask about various things including traps in the area and various monsters in the tomb. He mentions a Gorgon roaming the tunnels and a magic wand close by that shoots fire from one end and ice from the other end and if shot quickly enough it can break stone. They are allowed anything they find in the tomb but not his treasure hoard. She reassures him they dont want his treasure. She keeps it talking while Laith backs off and goes to the next room to find the wand. It is hanging from the roof spinning around. He reaches up and grabs it and comes back to Raven and Fengal. They eventually take their leave of the dragon and rejoin their companions who are getting nowhere trying to pass the statue. They dont mention anything about the dragon or wand or any information they found out. Deowine knows they are hiding something and retraces their steps back to the dragon who talks to him and repeats everything to him. He plays a rhyming riddle game with Fengal and earns some money. Deowine rejoins the group in time to see Laith using the wand on the statue to destroy it. The statue contained a short short which Deowine takes and they cross the rope bridge one person at a time. There is a short stairway beyond leading into a chamber with an altar. On the altar is a crucifix. Bretwald goes to the altar, kneels and prays. He cstands up, glowing briefly and wants to continue. There are double doors in the west wall and a small door in the north wall. Open the small door leads to an eat west corridor. East has red lamps hanging from the ceiling, as Raven goes forward they dim and turn redder. The corridor is an illusion with a huge pit barring the way. They retreat back the way they come. They try the double doors and enter a t corridor. Deowine notices someone in the shadows of the next corridor, puts his helmet on and jumps in front of it shouting ooedy boogedy. It is the Gorgon which Raven and Laith failed to mentioned to the group. Luckily he surprised it and it sees its own reflection and turns to stone. It was a sorceress called Elaine who was cursed into a gorgon. They open a door behind her which leads to a balcony. They can see a pillar of green light and in this light is a horse with a man wearing a crown standing there with 12 swords standing guard around him. There is also a gold casket. Go back and try the double doors. It leads into a dusty room. Grinning skeletons start hurling themselves at the party. They reatreat, slamming the door behind themselves. They open the doors again only to let one skeleton out at a time and soon dispatch them with little effort. They re enter the room to find a chest against one wall and a key. Raven takes the key and opens the chest which contains many things. Deowine uses the bag of air in the chest and it blows all the stuff out of the chest. It contained a quiver with 6 arrows, a gold robe clasp, 2 stopped glass jars, a parchment case with a scroll, a large silver sceptre and an ivory crucifix which Bretwald takes. The rest is divided up amongst the party. They go back to the balsony and start to descend the spiral staircase. Raven leads and sees some a pair of glowing eyes drifting towards her. It coalesses into a spectre of a man. It is Morgren. Raven tries to seduce it, and fails. Laith shoots the wand at it and misses, he dodges it. Bretwald yells out get the swords so Raven dodges past the spectre and manages to fall over the side of the stairs onto the floor below. Bretwald follows her. She grabs a sword and runs back up the stairs to join combat and throws it at Maus who misses the catch. It appears back in Ravens hand. They eventually kill the spectre and continue down the stairs to the gold casket. Raven opens it. It contains no treasure but a silver crown, a handfull of grain, a wooden cross, a simple ploughshare and a leatherbound book. Bretwald is mightily dissappointed there is no treasure. They journey back to town and find that Le Cloche is still in no fit condition to travel.

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Snake bite on the butt
Sleeping gods

The journey to the next town is not long. There is fields full of wheat crops. Le Cloche enters the fields for a call of nature accompanied by Sir Cadwin as guard. Le Cloche gives a cry of pain and Sir Cadwin turns and sees a yellow and black snake slithering away, it has bitten him on the backside. He wont die but he will be sick for a very long time. They carry him into town on the back of a horse, and inform the staring visiters of what happened to him. They tell the party to take Le Cloche into town meeting hall where a local wise woman will treat him. She arrives and ministers to him and then informs the party that he cant be moved for at least a week. A man in robes approaches, Bretwald the priest. He invites the party to come and talk with him later after they have seen Odo for accommodation. Visit Odo who puts everyone up for a small fee and they are invited to join the local harvest festivites going on. They join Bretwald at the church. He unfurls a parchment which is a map and has strange writing on it. It tells of the crypt of Velander. It says He who was king and will be king again. Velander was said to a mighty king and his brother Morgren betrayed him and killed him in a great battle. Velanders wizard Mathor found him and buried him with 12 of his bravest knights. It is located in Fengwin forrest which is a few days away. Bretwald hired a man called Agnor and his men to accompany him to find the crypt. An elf was seen in the forest so Agnor and his men attacked it and where they were all killed. Bretwald was allowed to stay alive as he didnt do anything to provoke the elf. He was give a cloak which soon got caught on a tree and started to unravel leaving a trail of twine to follow. Unfortunately no one can see it as it is very fine and can only been seen by moonlight.

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back to the original adventure

it is night, the moon is almost full. It is raining. The party head upwards on a path into the forest. They soon enter a clearing with a chalky cliff face on one side. There is a horse tied up here, Deorwine unties it and reties it under the shelter of the trees. There are no footprints to be seen but there are claw marks on the chalky cliff face. It is about 10 meters high. Raven climbs the cliff face, about three quarters the way up a boulder start to fall down on her but she manages to dodge it quite easily. Down on the floor, the party can see 2 to 3 people up the top. Everyone starts to the climb the cliff as well. More boulders start raining down on the party. 2 of them hit Damoclese and Sir Cadwin who are knocked off the cliff. Laith manages to doge them but loses his grip and falls from a height of roughly 8 meters. Raven reaches the top and sees 5 men running away. Deorwine and Frosty reach the top and Deorwine takes chase but loses them in the forest. There is a path leading upwards in and easterly direction and another well worn animal track leading north. Deorwine finds some rope and ties it off so the rest of the party can climb the cliff easily. They head up the main path leading north. They soon hear a scream of terror coming from the forest followed by crashing sounds on both sides. It sounds like men running for their lives. The party forms up and cautiously moves forward. They reach a crude stairway and follow this upwards which soon reaches a crossroad heading north and south which seem to lead back into the forest. A white woman appears in the junction, she seems to be hovering in the air with stumbling figures walking behind her. She hisses, the ground trembles, she turns and leads the men away north. The party come to conclusion that this is the white witch that is stealing the children away. Maus determines the men are under an enchantment. They follow her from a safe distance. The path soon reaches a huge oak tree that has a small hollow with puppets dancing inside it. The puppets are exact replicas of the party members. Sir Cadwin tries to cut the ropes but suddenly cant move. Raven manages to climb part way into the tree and looks up. She sees a naked figure at the top of the tree. It says ooh the pretty one, i want a kiss. Raven says yes but it must come down. He wont unless he gets a kiss. She promises he will get 2 kisses if he comes down and outside to talk to the party. He agrees, while she is withdrawing from the tree she gets stuck in the hole and must be pulled out. The figure comes out, it is a naked goblin sorceror and he wants his kisses. She kisses him as agreed. His name is Urkus and his mistress told him to play with puppets to distract us. Heironymus makes an illusion of his mistress in an attempt to bluff him and make him tell us the location of her castle. It works and they find out it is located across the gorge. Urkus releases Sir Cadwin and they move on. They reach a deep gorge, there was once a bridge but it is gone and the gorge is filled with water. A door opens in a rock beside the gorge, it i a house. The door is inscribed with twisted symbols. Raven creeps up and a voice says come in and have some mushroom tea. They enter and see an old woman next to a fireplace and crystal ball. She is brewing tea next to a cauldron. Laith asks if she can heal, she gives him a mouse to eat which he does. She cant believe he actually fell for it and ate the mouse so she now gives him a healing potion. They ask about Fiona the white witch. Fiona was born many years ago, she was the daughter of a chieftan and was left alone most of the time so she roamed the forest for something to do. She found an inscribed shrine and soon adopted it as her own, she soon became a powerful priestess of this shrine and this god. The time came when she was old enough to be married to a man from another. The marriage went ahead and they were both very happy, she soon forgot about the shrine. She bore him a child and her husband Gerrant soon became chieftan. The day she gave birth a man called Strabo came to the village and went into battle with her husband killing him. He then took over the village and soon demanded the child to kill s he didnt want anyone of Gerrants line alive to contest his rule. She refused. He threatened to burn the village if the child wasnt handed over. Eventually the villagers took the child away from Fiona and handed it over to Strabo. Fiona remembered her shrine and went to it and asked for vengence against Strabo and the villagers. Now everytime a child is born, the ground opens up and the shrine appears and on the 3rd day that child disappears. It seems the villagers are being punished for something that happened in the past. The old woman hands Deorwine a broken sword and a necklace to Heironymus. The party leave through another exit that leads to the castle. Moving through the forest the party hear more crashing around in the forest and 2 big black dogs with glowing red eyes appear on the path ahead. Sir Cadwin picks up a stick and throws it in the other direction in an attempt at playing fetch with the dogs, it doesnt work, they attack instead. After they are killed the party continue throught the forest and soon find a house in a cliff. There are candles leading up the path to the door, it opens and Urkel is standing there winking at the party. He runs inside, Heironymus coaxes him out and headbuts him unconscious. They enter the house and climb some stairs that lead to a cave. There is a stone hearth with stone block with a stone cradle resting on top, the baby is not there. Deorwine puts a log on the fire for more light. He looks at the walls and notices there are figures carved into the wall, one of them is Sir Olver. There is a cracked archway which the party go down to a circular cave. There are hundreds of sealed jars in here with a pool of water in the middle. The jars cant be opened. Heironymus jokingly says someone should drink the water so Damoclese says ok and drinks. He disappears. Heironymus notices a cold wind coming from somewhere and investigates it. It starts to coalese into the form of the white witch. Sir Cadwin picks up the nearest jar and throws it at her, she catches it and says he will be the first to die for throwing her child at her. Deorwine talks to her and tries to convince her that what she is doing is wrongand that she is punishing the present day villagers for something that happened in the past. He shows her the broken sword that belonged to her husband and she wants to know where is came from. He answers Mab the old woman. Mab is apparently as old as Fiona is and is the one that betrayed fiona and ger her child to Strabo. She eventually sees reason, the storm outside stops and she starts to get angry. She turns into black smoke and turns and races up the corridor and disappears. The jars start exploding and a light is released from everyone of them. The cave starts to disintegrate so the party run back the way they came from. As they pass the wall of figures they see sir Olver and Damoclese walk out of it, they grab them and continue running. Outside sir Olver asks what happened and they tell him. He says he must get back to his estate and wife and runs off. The party follow. They reach the gate house and 2 men behind the wall start throwing javelins at the party and Sir Olver. Deorwine and Sir Cadwin raise their shields to protect him but one manages to damage him. As they appraoch the manor all the doors and windows close shut. Deorwine knocks on the front door and is told to go away. They refuse to open the door. Deorwine climbs up onto roof, ties a rope and swings down to break through a window. He lands on a man on a bed. The man is called Le Clok and he yells for his guards. Deorwine puts his sword to his throat. Downstairs the guards open the door and try to run out. Damoclese kills one and charges inside. the men are trying to surrender. Deorwine asks about the lady of the house, she is not there. Some villagers arrive and say she is at the inn with the baby and is safe. The man Le Clok needs to be taken for punishment, he is tied up. The party are all invited by Sir Olver to stay for several days to rest. Sir Olver asks if a they will take a letter to Baron Aldred in the town of Gorben and take Le Clok as well for punishment. They agree.

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Reflecting on the past 2
local kidnapping

Nearing dusk in late Autumn somewhere near Baron Aldreds estates. The party reach a village called Ashmore. It is of moderate size. There is a manor house, several buildings and a mill. The mill will accomodate the party for the night for several copper florins each. The manor belongs to Sir Talard who is currently on crusade and the estate is being run by his wife Lady Bess. The party head toward the mill for the night but are stopped by a knight on horseback riding towards them. He is dressed in plate mail and wearing a sword. He has a vague Cornumbrian accent. He has a letter from Sir Talard that needs to be delivered to the Lady Bess. Sir Hasal is his name and served alongside Sir Talard in the crusades. He rides on. The party reach the mill. They knock on the door, an old man answers and lets them in. They hire his loft for the night and retire. Sometime before dawn they hear pounding on the front door. Kenriss opens it in just his pants, his back has been flogged at some stage. A man arrives and tells Kenriss that he understands there is armed men and women staying here and they must return with him to see the Lady Bess. She needs help and Sir Cadwin agrees as she is a damsel in distress.They go to the manor house. It looks very defensible. They are led into a room and are greeted by a 30 year old woman. It seems her childrens nanny was found murdered and her son is missing. The daughter was left alone. Sir Hasal stayed here last night and all evidence points to him doing the deed as he is no where in sight. She offers a reward of 100 gold florins for the return of her son Willis. Investigate the childrens room and the body of the nanny. She has had a sword thrust through her body and her throat has been ripped out. The shutters are opened, the party look out the windows and see a sword stuck in the ground below. Look outside, it seems there are no footprints, the only conclusion is that Sir Hasal flew out the window. But how could that be? Head back toward the mill as that seems to be the general consensus of where they went. The village is searched on the way, no sign of them. At the church, the priest says he saw some men at the mill 10 minutes ago. As they approach the mill there is sounds of a struggle and the front door has been broken down. Kenriss is inside fighting with 2 men. Sir Cadwin kills one, the other surrenders. They were hired to kill Kenriss by the knight Sir Hasal as he knew about the plan to steal the boy child. Kenriss says he was only payed to divulge the manor house security measures, nothing else. Kenriss must be handed over to the authorities to stand trial. Sir Cadwin ties up the guard and takes him outside, finding out that Sir Hasal is in a watchtower in the forest. Kenriss bribes Bess aka Raven to let him go, she agrees after he has given her 200 gold florins. He shows her where the money is located under his bed and she takes the money then kills Kenriss. If anyone asked he was killed in the battle with the men. Once outside Raven dresses as the other guard and goes with the alive guard to get his reward. The party follow at a safe distance. Sometime on the forest path the guard bolts, Raven shoots him and misses and he runs into the forest. Sir Cadwin runs into the forest but they loose him. After some time looking for him the party return to the path and reach a clearing with 2 exits. NE and SE. They take the SE trail and hear a voice coming from up in a tree. It is a man dressed in leaves and holding a crossbow. There are men in his house which happens to be the watchtower that the party are looking for. He wont show them the way so Damoclese starts cutting the tree down. Ratadon gives in and shows them the way. They reach a smaller clearing and stop as there is a pit trap. He refuses to continue so Nerzul intimidates him into continuing. He now mentions a secret passageway along the other path that leads into the cellar cesspit of his house. They decide to keep going on this path and turn the corner to see the watchtower up ahead. It looks 3 to 4 storeys tall with a round base and an enclosed yard. The party do a recconaisance of the area and find a single man in the yard. Forest surrounds the tower so they use it to their advantage. The closest they can get is within 10 metres without being seen. Raven now runs steathily to the tower, inches around the walls, vaults a low wall and grabs the guard in an attempt to slit his throat. She misses. He yells out that he is under attack. She says shut up, i am here to make mad passionate love to you, he yells out dont worry, no we arent to the guards inside. Raven starts to strip off and strip the guard of his clothes and tries to kill him again. She misses, he starts to stay something, she kisses him and pushes him to the floor and tries to kill him again. She somehow still misses and he starts to attack her. Back in the trees Sir Cadwin and Damoclese are taking bets on whether she succeeds in her seduction attempt. Sir Cadwin notices it is not going well and rushes over and skewers Raven accidently in an attempt to get at the guard. He eventually silences the guard but she is left inches from death. Sir Cadwin and Damoclese burst through the front door, kill the man standing there and then the man sleeping in the bed, and show off to Raven how you actually kill a man. They continue upstairs to the next floor where another man with an axe is stood there. Damoclese attacks him and takes his axe. As the man is dying he mutters use it well, its name…Damoclese says ok and uses it to split the mans head in two before he can say anything else. oops. They then head upstairs and find Sir Hasal stood in the doorway. He mutters something about an eye for an eye and it should have been Sir Talard that came for the boy. He starts to change into a demon. The party attacks him and kills him. Willis is nowhere to be found. They shout out his name and hear a voice coming from the cesspit. It seems Willis was trying to make his own escape. They rescue him and take him back to his mother. They stay the night. In the morning they are woken by a commotion from below. It is Sir Talard come home. They stay another night and eat and drink much brandy. It turns out that in the crusades the Sheiks son was captured. The Sheik had one day to surrender or his son would be killed by Sir Talard. The Sheik doesnt surrender so Talard was ordered to kill the boy which he did. They then went on to slaughter the sheiks town and people. The demon was out for revenge hence the eye for an eye comment.

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Reflecting on the past

Ner’zul, Maus, Frosty Pegg and Bess recall an earlier adventure consisting of the 4 of them. They arrived in the town of Overdale in Albion. It is a cold night and they are dirt poor. They enter the Black Rose inn. They manage to scrape together enough money for a meal of cheese,bread and stone soup. Also some money to keep them out of pergatory. A tall blonde woman approaches and offers to buy them some drinks. She leads them to a partitioned table against the wall. She wants to have a delicate conversation with someone who could deal with a problem she has. The table next to the party are talking about treasure at the foothills of Pagan mountain near a lake. They will leave for the temple in 2 days time and say they will be back. Galadria wants to get the jump on them and go earlier so she hires the party to do so. They eat up and leave, Galadria accompanying them. It is freezing cold and pitch black outside. About 2am in the morning they stop next to a cave. This looks like a good place to rest. Bess throws a rock into the cave, nothing happens. She throws another one in and sounds can be heard from inside. They sound like a bear. Everyone climbs into positions ready to attack whatever is coming out, it is a boar. After dispatching the boar, Bess skins, chops, dices and proceeds to cook it, Ner’zul rests from her injuries from the boar and Frosty and Maus investigate the rest of the cave. Nothing else is there. Bess takes 1st watch, Frosty notices that Galadria is nervous. It seems there are Orcs in the vicinity. Bess investigates the immediate area and finds no traces so they all go to sleep. Frosty takes next watch then Maus. It is now morning and the boar is cooked so they all dine on roasted boar. They continue on through snow through several hamlets and dales until they see a sombre black chapel in the distance. Galadria says that is where they should be heading. As they go around the bend in the road they come across 5 Orcs all armed with short swords. The party make a surprise attack and swiftly kill 3, the other 2 run off. They approach the chapel, it is a stone building with heavy doors and shutters. There is another Orc inside that wont let the party in. After much arguing the party leave them and continue on. Galadria helps them to find the cave entrance, they enter. The steps lead upwards into the mountain. They enter a passageway made of stone. it is 15 metres long and at the end is a room 3m x 5m with corridors on either side. There are bits of wood stacked up at each corridor forming barricades. Behind the left one are some more Orcs. They wont leave as they say the cave temple is their property. Frosty quickly draws a black raven and some dates on the wall. Frosty and Bess try to convince the Orcs that the cave temple does in fact belong to Bess aka Raven and that the Raven on the wall is in fact proof. Bess notices a rope going from one barricade to the other and as the Orcs wont come out to investigate the raven on the wall she proceeds to go to the rope to pull it. The Orcs beat her to it and they pull the right barricade down and 4 skeletons come out and attack. The party make short work of them. Bess once again tries to convince the Orcs that she is defending her property and it nearly works but a new voice appears and talks to the party. He is Althelos and he wants the party to leave. They say ok and proceed to go down the skeleton corridor. He says stop and notices Galadria and says she is an elementalist of darness of Balor. She says she is not. The temple is dedicated to Balor. He asks again that we leave so we go down the skeleton corridor with Galadria in the lead. She seems to know where she is going despite her attempts to bluff her way around. They pass a corridor and a door. They stop at the door and open it. There is a corridor that widens into a room with stone boxes that resemble coffins. They leave them alone and continue back and follow the corridor to an empty end. Galadria finds a secret door. Bess not trusting her goes first into the room and is attacked by a flaming skull that jumps on her shoulder. They kill it and investigate the weapons room. There is a corridor going west and a door opposite. Galadria points towards the door. They open it and enter another corridor with a small alcove. She fiddles inside it and opens a secret door. It is now very obvious to the party that she does in fact know her way around this temple. She still says she doesnt. They enter a large chamber with black marble veined with quartz. There is an altar and on it is a large black stone head with gold eyes. It has a forked tongue. She wants the party to obtain it for her. It seems she is not worthy to touch it. The party wont either. She says we will survive if anything happens as we are worthy people. Ner,zul goes forward to try and move it. It will take 2 to move it and 3 people to carry it from here. A voice sounds behind us, it is the sorceror with 5 Orcs in tow. He didnt know the skull was here. He will let us leave with skull if we leave him in peace, he loans us the Orcs to carry it from here. The Orcs take up positions to carry the skull, the forked tongue comes out and a trap door appears taking an Orc with it. They carry the skull outside. Once outside they find the 4 men that were in the pub waiting for them. They say Galadria betrayed them. Bess, staying very close to Galadria as she still doesnt trust her, silently takes out her sword and runs Galadria through the back, just in case she double crosses the party. The 4 men, a knight, wizard, a barbarian and an assassin want the skull and the party try and trade it for money. They do not have enough money. They charge and attack the party. Ner,zul goes down unconscious leaving Frosty, Maus and Bess to deal with them. After they dispatch the men, they loot the bodies. They take the mens horses and make up some sort of sled to carry the skull back into town.

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A new day, a new adventure

A few days ago a knight, Deorwine was called into his fathers chamber. His 2nd cousin was soon to give birth to a child and wants him to escort her to a midwife. He must gather his friends and companions to assist with this mission. They escort her to the midwife and travel further down the road to a village called Maidensvale. It looks deserted, there is a small square with a manor house. Beside the road is an oak tree with wooden stocks containing a man in them. He is surrounded by feral dogs and is being attacked by acorns that are being thrown at him by a squirrel. The dogs attack and the party kill them. The man Solly used to work with the midwife. Bess aka Raven, unpicks the stocks and sets him free. He protests that he has been set free and will be in more trouble now. It seems Le Cloche put him in there. They head to the manor house, every house seems shut up. Opposite the manor house is an inn, they enter, it is deserted except for one man. He calls a boys over who goes and gets the townsfolk out of hiding and they proceed to tell the party some information on what is happening. Sir Olver went to get rid of a lady called Queen Fiona. Her white house appears whenever a child is born. Sir Olver went to try and dispel the curse and has since disappeared. The party leave the inn and approach the local castle, it has a gate house. Talk to the soldiers who say a man and woman exited the castle into the forest.

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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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