Ebonya

Deeper Down the Path
To Huleg

Picking up where they left off the 5 adventurers (bread has left to study more natural magic in the realm, and Teophea left to return to her normal life.) are following Blackfoot to the Criminal City of Huleg. Blackfoot promised the party members that he would take them to Darius the leader of the Local Thieves Guild and get the rest of their money. On the Walk there Blackfoot asks the members of the group to introduce themselves to him which the all willingly do.

When the Adventurers arrive to the town of Huleg they are greeted by the stares of the residents. The people of Huleg do not take kind on newcomers. The only two in the group not getting stares are Kelf Blackfoot and Remmington. Those two have visited the town before and are quite familiar with the locals. Blackfoot tells the party they have an hour to kill before they need to meet with Darius and he asks the adventurers to meet him at the local inn, the Gilded tallywaker. The adventures kill time by relaxing the the inn while the bard plays music for some money.

When the hour passes Blackfoot arrives at the Guilded tallywacker and gestures for the PC's to join him. All gathered around the table Blackfoot goes on to tell the Adventurers that Darius is not a the nicest person and to expect the worst.

When the PC's enter the Guild hall they are joined by a Druid by the name of Thetica, who was interested in their motives. The Group is told by Darius that Blackfoot was wrong when he promised them that amount of money. He tells them that in order to get that money they would have to do a job for him. Dairus tells the party they need to go to a local caravan camping site that is moving a large shipment of mana crystals from Stromhaven to Yushi. Darius says that a for each crate the PC's bring back they gill get 1000gp. The PC's aren't quick to accept but they do after some negotiating. Darius tell the party that Blackfoot will be joining them on this heist.

 -Darius

Blackfoot recommends to the group that they leave as soon as possible and after some shopping around they were off. It was a day hike to the Raid spot and during the night the only eventful thing that happened was Remmington saw a dragon in the distance. In the following morning before everyone wakes up Thetica goes to scout ahead of the group and make sure they aren't in danger. Thetica only notices a small group of Stormhaven guards far from the camp. Thetica takes this news back to the camp. When she arrives, the other party member are awake and ready for their move.

When the party arrives at the caravan camp they notice that Darius lied when he told them how many men would be there Darius said about twenty when in reality it was about 150. Blackfoot began to feel nervous but the adventurers snapped him back into it. The adventurers wait until most of the guards of the camp are asleep and then they start their heist.

The first order of business was for Kidjme the Halfing rogue to sneak up and deactivate the alarm system throughout the camp. She does this successfully and now the party splits up and takes out the remaining guards. While the other party members are dealing with the guards, Kidjme goes off and tries to break into the largest tent in the campsite. Before she does this she notices that their are already people trying to break into this same tent. Kidjme flees back to Anduin and the party Finishes off the rest of the guards.

The Druid sets fire to one of the large tent in the campsite to create a distraction killing about 25 people. The others in the camp begin to watch and attempt to put out the fire but fail. The Adventurers decide their best course of action would be to take the crates that they have load them up on the empty horse carriage and be on their way. They take their crates and head off from the camp.

The party meets back up at the their old campsite and sets off to the druids cabin in the woods near the city Huleg. Before the party can get to the cabin, they are stopped by a group of Stormhaven guards investigating the very recent mana Crystal robbery. The group decides that instead of talking they are going to take their horse off into the field on the left of them, and pray they make it to the druids cabin safely. With a few scrapes and arrow punctures, the adventurers make it to the cabin.

 

While at the cabin the Adventurers then take apart the horse cart and put the mana crytal crates in the druids shed. Blackfoot was struck by an arrow in the flee but Verin saves him with a health potion. Blackfoot rests in the cabin and Verin stands watch outside the Cabin. Verin notices a very supicious figure approaching the cabin. Verin asks who this figure is and the person says they are here for the mana crystals that got stolen. Verin can tell that this person has a very bad intent. The figure removes its hood and it reveals a human that has been horribly disfigured and has mana pours protruding from its body. Without another moment Verin kills the figure with his mighty monk fists. Verin and Blackfoot then head to the town of Huleg to get Darius. Darius agrees to come and grab the crates but not after receiving news that the actual thieves Guild is headed to get Darius for stealing from them.

Darius takes the crates and gives the party their gold and mana crystals. Darius also throws the party a "certificate of Easement" with pardons them of any crimes in Exerhal.
 

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New Friends
in dire times
Our adventure began with our adventurers captured and taken prisoner. The 7 awake in their tight cell and began immediately to try and escape. The Questionably gay gnome found a thin piece of metal that the Halfing rogue used to break everybody out. Once they were freed from the cell, the party began to introduce themselves.

 

Anduin the Half-Orc Barbarian, Kidjme Taruff the Halfing Rogue, Verin the Human Monk, Remmington the Gnome Bard, Theophaea the Elf Cleric, Bread the Dwarf Wizard, and Revan the Elf Ranger.

Now with everybody acquainted they were ready for to take out the guards that were keeping them captive. The group manages to quietly, steal the forks, knives, and plates from the table in front of their cell. With their makeshift weapons they killed the bandits in the room with them. With the bandits dead, the adventurers head up the stairs out of the buildings basement.

When they went up stairs they saw a much larger group of bandits waiting for them. With this information the group decided to use the table in the basement to barricade the door. The bandits realize this and begin to attempt to break the barricade down. The adventures deal with the bandits in the house and regain their lost gear, memory, and some extra gold.

Just before they were going to leave the house they were confronted by Kelf Blackfoot. The adventurers hid but realized he was their to offer them another job. Kelf tasks the party to kill a local leader in the nearby town of Wayshire. The party agrees and heads off on their way. When they get to Wayshire the bard stalks the three politicians that he sees giving a speech in the common area of the city. He then follows him back to a shack and convinces the guards to leave and get a drink. They Adventurers then comes back to the alone politician and then kill him inside his house and take his head. Not with out alerting the local law before hand. The party escapes but barely. The Halfing Rogue was shot unconscious but pulled through.

The party then goes back to Blackfoot and gives him Hernus Celmans head. Like Blackfoot agreed (Sorta) he gives the PC’s 1000gp and agrees to take them to the nearby city of Huleg to get the remainder of the gold and to give them a safehaven from the law.

 

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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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