Our First DnD

Orlane Pt.2
The Sliming

Continuing on in the dungeon, the party clambered noisily over some rubble and into a dark slime pit, where they easily dispatched a couple of slimes that were relaxing on the walls.

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The party then decided to wander into the suspicious long corridor without checking for anything out of the ordinary and were surprised to find eight sword and longbow wielding people hiding in the wall crevices!

Easily bringing death to these basic humans, with the last one to go down crying out to their “Master Naga…”.
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The group proceeded to crawl through a small hole in the wall and arrive in a prison cell area.
Examining the cells, our brave adventurers discovered a young little girl lying dying in a locked jail cell.

Using their brawn, the iron bars were easily bent out of shape to allow people to squeeze in.
The wizard, Raina, was the first elected to enter the cell to render aid to the little girl and was magically teleported away and instantly replaced with an exact magical copy of herself, save for her memories.

This copy attempted to lure the other adventurers into the cell and easily succeeded in getting the witch, Zalia, and warlord, Jacques, into the cell and replacing them with copies leaving only the warlock, Orion, left.

Jacques’ copy attempted to coax Orion into the cell by feigning a seizure, a move which surprisingly didn’t convince anyone to go near him.
Understanding his scheme had failed, Jacques’ copy exited the cell and attempted to force Orion inside but was easily downed.
Using his arcane knowledge, the warlock realised that Jacques’ copy was magically active and attempted to break this connection to save his stubborn manlet friend.

Then Jacques disappeared.
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A stalemate ensued for a time as the warlock was wary of any who had entered the cell and the copies were trying to force the warlock inside. The magic that created Jacques’ copy resumed and he came into a false existence again and together the copies overpowered the brave dragonborn and forced him into the cell which caused all of the copies to vanish.

The real adventures awoke some time later, locked in individual cells and stripped of any sharp weapons.
The wizard proceeded to melt the iron beams with his blazing hands spell, our warlock used his lightning breath to superheat the bars until they were malleable enough to be bashed aside and our warlord used brute strength to bend the bars out of his way again.
Unfortunately the memory of each person had been cut off when each copy took over and our dragonborn warlock was wary of his allies as he last saw them beating him down, he reacted aggressively much to the confusion of the group and demanded distance be kept between them as he used his magic to break down the locked door at the end of the prison cell corridor while the witch had to be helped out of her cell.

Jacques discovered their missing weapons in a locked cell in this guard room and Orion demanded his weapons returned to him. Jacques refused, demanding that Orion calm down and talk about what happened before they re-arm him. Another fight broke out between the two, while culminated with the witch almost killing the warlock with a “knockout spell”.

After stabilising him, the party deliberated whether or not to tie him up or to return his gear. While they rambled on, Orion awoke and escaped the room.
At this point the witch remembered she had a familiar with her the entire time and sent it to chase after the dragonborn with very little direction.
The dragonborn was a crafty sneak and hid in the shadows of the jail cells, easily losing his pursuer.

The rest of the party decided now would be a good time for an extended eight hour rest and planned to take shifts sleeping.
Of course they had neglected to thoroughly search the room and sleeping gas was pumped in and knocked everyone out, save the dragonborn who’d made his way back to the outskirts of Orlane and decided to rest in the old lizard house.

When they awoke, Jacques found himself covered in slime but otherwise no worse for wear. There was also a sealed letter on the nearby table in a language that no one could read.
Moving forward and downward the nearby stairs following the slime trail that had apparently covered Jacques the group entered a strange room filled with snake statues and a strange pedestal. After prying out the rubies and sapphires from the eyes of the snake statues, they party decided to jump onto the pedestal and were instantly teleported into the temple of Merica in Orlane and were reunited with the dragonborn who had also made his way to the suspicious temple.

Although the party had abandoned Orion’s gear back in the jail cell area, it was a somewhat friendly reunion and the group has rejoined to face the terrors of the temple!

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Orlane Pt.1
"I use intimidate!"

Our adventures managed to escape Cutter Jack and travel north to Orlane, sleeping in an abanadoned house on the outskirts as they arrive.

When they awake, they all go their separate ways exploring the town.
Our dragonborn warlock ends up fighting drug dealers.
Our witch got BTFO of the local temple.
Our bodybuilder bothered the blacksmith.
And our wizard tried to disturb the family breakfast at the watermill.

When they regrouped they went to report the drug dealers to the local law and were waved away for spouting nonsense.
After trying to investigate the temple again the group visited the second inn in town and got an extravagant feast for a measly one piece of silver.

Being the paranoid bunch they are, everyone decided to camp outside this nice town instead of stay in an inn.
The wizard was the only thing to notice anything during the night though, being awoken in a damp, enclosed area. Failing to resist the allure of the enchanting green eyes that gazed at her, she fell back asleep and awoke for real back in her tent.

The party decided they needed to see the mayor and went about it a much more peaceful way this time! They gained an audience, got very confrontational and left. Luckily our witch decided to intimidate a kindly old tailor who pointed them in the direction of an old hermit living outside the town to the north-west.

Being the trusting bunch, our adventurers walked right up to the door of the large cabin they found and encountered a trio of troglodytes.
Easily wiping them out, the party discovered a bit of treasure on the roof, covered by some empty sacks. They also found some footprints leading far west, in the shape of the troglodytes feet.
Debating over whether to return to town or follow the prints, the group elected to follow the prints leading them to a marshy area while a trapdoor that led into the earth.

Troglodytes.jpg

Partway down the stairs leading down a familiar dwarf Denny came skidding down. Being caught by our bodybuilder before he could accidentally knock anyone off their feet.
Venturing down a bit more, our adventurers were met with four human guards, whom they easily wiped the floor with ( The highlight being our bodybuilder throwing the dwarf, holding a large chair, into a guard – breaking his neck ), followed by two dire frogs, also easily squashed.

Another trapdoor was discovered, leading to a room with three chests. Suspiciously the party opened all three at the same time, revealing many riches!
Although a fight broke out between the warlock and warlord over how the wealth should be distributed which led to near-death of our warlord and the acceptance of distribution of wealth.

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Cutter-Jack
Throwing Dwarves and Burning Villages

Our adventures Orion, Jacques, Zalia and Buck were startled by a deer after they made camp on the road. The brave dragonborn Orion fried the deer with his lightning breath and after a little bickering they group decided to hand over the charred deer to some young famished hunter brothers in return for information after a bounty in their village.

Upon entering the town, the party found an extremely strong dwarf sitting on an old bronze statue in the middle of the village. After buy some cheap beer and getting directions the group moved on in the direction of a goblin lair to try to collect a bounty issued by the village on the goblin’s left ears.

As they neared the goblin lair the group found a bird sitting in a tree and decided it had to die. After it easily flew away and four graves were desecrated by the bodybuilder and dwarf.
The sneaky dark elf took two ventures into the underground lair trying to try and discover something with his special tactics and found the bird hiding up on the ceiling.

Next our bodybuilder shot-putted the dwarf 20ft into the goblin lair after they watched them cut some ears off the young’uns.
After a swift battle with many dead goblins our noble adventurers looted the dead and their ears, threw all their food on the floor and set off two traps, almost downing our dark elf!

Returning to the village, the party found the guards less than forthcoming with their expected gold and intimidated the guards to get their due>

Not satisfied yet, the party split up. Two decided to get the guards drunk and set the guardhouse on fire. While the other two attempted to kill the lord of the village.

The guardhouse was burned down, along with the inn, which casks of mead and beer exploded bring down the whole building, and part of the general store.
Meanwhile in the manor, roughly 2,000 gold worth of items were smashed by our dark elf while a reward of 100 gold was given to our regular elf for the return of an old family heirloom.

Upset with his guilt, the dark elf revealed the whole plot including the fire and the broken items in the manor, blaming the dragonborn and Denny the dwarf for the deeds.

The party finally ends up escaping the village, with our bodybuilder blaming the dark elf for the fire in front of all the guards.

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Welcome Players!

We began being attacked by goblins at the side of a road with an armoured mounted figure seeming to be in command of them and fleeing after our victory.

Following the tracks left behind by the Goblins lead you to an underground dungeon filled with kobolds and a white fledgling dragon!

What shirtless, sunglass wearing, egg-eating fate awaits these misguided adventurers? Only time will tell.

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Welcome to your campaign!
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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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