The Rising Empire

Freckles the bard and some more zombies.

“Is that a dagger in your pants, or are you just a pedophile?” – Alana

Our brave heroes last battled a flock of harpies on the top floor of a lighthouse. Heading downstairs, Leon discovered that the two bodies they originally saw were skillfully butchered for some ancient dark ritual, because what D&D campaign is complete without one? Aramil also discovered 20 gems in seals pots in the kitchen.

The party sets out back to shore and Leon says a final farewell to the lighthouse by lighting it on fire. Ted Fisherguy rows them all back to shore when an earthquake occurs. An incredibly unusual event for the land. The townsfolk are rather confused and frightened.

In the tavern, however, everyone is still quite cheerful as a young bard named Nym is playing her fife and dancing. She takes a liking to the adventurers as she loves stories and Leon and Serefin tell her quite an enchanting tale full of dragons and brave heroes. . . Only part of which was true. The party took a liking to her and nicknamed her Freckles and decided she was good company to take along.

There was also some zombie killings. There are now many dead zombies. And mystery glowing things.

The Light House
Attack of the Zombies & Harpies!

Last we saw of our brave adventurers, they were right in the middle of a formidable zombie attack on the second level of a booby-trapped lighthouse. The zombies were easily vanquished by the heroes giving them time to look about the second floor room.

The first thing noticed, of course, was a treasure chest in the back corner of the room. The dapper rogue, Leon Sporkfire, successfully noticed a poison dart trap on the chest and alternative opening methods were soon in discussion.

As this went on, Lia noticed that dried blood made a path to under the carpet in the center of the room. Aramil and Allana pulled the rug away to find a skull drawn beautifully in blood on the floor. Several knowledge checks confirmed that it was probably, in all likelihood, evil. Serefin was able to discern that both the drawing and the chest’s treasure were highly magical.

Then, with the combined efforts of Serefin and Leon, a technique was decided upon in the efforts of opening the chest while avoiding the poison darts. The bed in the room was flipped to make a barrier and Serefin levitated one of Leon’s lock pics into the chest’s lock springing the trap. Everyone was safe from the darts.

Inside, lay a crown of unusual properties. Everyone was quite wary of it, but Allana was able to find out that the stone in the center was a gem from the dwarven mines of old possessing abilities of storing magic. The stone happened to also be damaged. After discussing who would hold onto the potentially evil crown, the party of hero’s journeyed to the top floor of the lighthouse to discover what the villagers had been referring to as “sirens.”

Four Harpies were located on the top floor and one immediately used Captivating Song while the other three conferred with each other about unknown things. Two then flew off leaving the remaining to do battle.

The battle went quickly and some information was even gained from the remaining harpies. An evil magic user had come and killed the old lighthouse owner leaving nothing but zombies and the crown. After gaining the information, the harpies were promptly killed with ease.

Leaving the Goddamn City
And the DM makes up a "Gatsby" party involving a guy bathing in champagne

Our adventurers convene again with our most darling, beloved king in order to better learn about what the hell went down with that assassin guy.

Zinna offers to revive the now dead assassin but when she attempts nothing happens. After much arguing, Zinna and Irial carry the dead man back to the Sunite temple where he is placed in a cell and Zinna continues to try reviving him.

Lia & Leon, suspicious of the high priestess, follow her where they watch Zinna’s failure at revival and she reveals to Irial that she fears she’s somehow lost Sune’s favor. Zinna then locks herself away in order to pray.

Irial spends the night in her temple home while Lia and Leon return. It is there agreed that they will all keep watch to see if anything else attacks Wilven. The night is silent.

Our curious young adventurers then decide to head out and see if they can find information from others. If only someone dealt with rumors of things that occur.

So they head back to the bar to ask the barkeep about the wizard no one had bothered questioning earlier. Because wizards are shifty? I, as a DM, obviously need to not inform you of things you didn’t do from now on.

So, you learn the wizard is an apothecary (apothic? I dunno’) who works down the road from the Blushing Mermaid who’s been collecting information about missing orphans. Unfortunately, he has no more information than the fact that there are missing orphans. You then question orphans themselves about such things.

The orphans questioned are highly unamused by these questions and judge Aramil for asking them. Then again, they’re kids who’ve grown up on the street and are probably unamused by most things. After a bit of questioning, it is learned there is a thieves guild down by the docks the children prefer avoiding. This guild is run by a woman called Nine Fingers.

The company. . .fellowship? Group? Mass of strange people who dislike each other on most occasions, heads down to the docks and begins questioning workers about Nine Fingers. Aramil’s questioning goes poorly and the workers become suspicious.

Leon, then steals Allana’s bag and begins running as though he were a common thief in hopes to draw out Nine Fingers.

After a bit of running, Nine Fingers trips him and seems as though she’s just witnessed an amusing show. Leon then makes up a lie about a secret passage, which she laughs at because it’s not very secret, though the party had been rather unaware of it’s existence in the first place (thieves guilds, they know shit)

But Nine Fingers is amused by the young rogue and offers to hear him out, but Serefin knocks over several crates as she tries to move silently.

Lia tries to help keep up the appearance and tries a bluff that amuses Nine Fingers so much she falls to the ground laughing. After regaining composure she asks what the adventures want.

They ask her about assassins and missing orphans which she knows only rumors of (except assassins, they’re dirty and no one likes them) She suggests Coran for such information, she sticks to her thieving and knowledge of the docks and and imports.

The group then finds themselves at a “Gatsby Party” where a man is on a terrace bathing in champagne (made that up on the spot, it seemed ostentatious enough)

So the party is a party, and Coran supplies information of going to the northern desert city if searching for assassins. He also gives a bit of information about something dark moving into the city. He’s not sure what, but it’s something new and old that he’s unfamiliar with.

The group heads back (after Irial, Serefin, and Leon party a bit) and tell Wilven of their intentions. King Wilven gives them supplies and shows them his map, possibly the only map in all of Stone’s Hiding. The groups decides upon their course and head north (well, north west, really. Stupid duck shaped island)

Along the way they come across a small fishing village that seems to be happy enough, except for the sirens that have been causing problems in the light house. They offer to take care of the problem for the village and Ted Fisherguy gives them a ride out to the lighthouse where they are instantly greeted by two dead bodies and a deadly chandler that Leon Sprokfire successfully noticed before it could do damage and Serefin destroyed without destroying her party.

They head up the stairs where they are greeted by an unexpected sight. Zombies. . .

Finally, a proper battle!

What happened to Zinna’s magic? Who or what is taking the orphans? Who are those dead people? Why are there so many zombies in a lighthouse supposedly inhabited by sirens? Will our hero’s find out? Hopefully clues will be revealed!

Wilven's Not Murdered
Which sucks as originally part 1 was "Wilven's Murder"

And thus the adventure began!

Our intrepid adventurers found themselves with a vague invite to King Wilven’s castle in Stone’s Hiding, the west most port town. Here the group of six met and got to know each other. Two elves, a dwarf, a half-elf, a halfling, and a human all gathered at Wilven’s banquet table to learn of a tyrannical, war-hungry Emperor to the far east. Wilven has asked that the group travel together to see if they can gather further rumors and maybe convince the citizens of all races to band together on the off chance the Emperor tries a takeover.

The members agreed to assist the King, and after much arguing over who would lead (The Honorable Serefin) and mocking of the lone human party member (who happens to be the world’s greatest swordsman) the party set out to explore the town, or the local bar, anyway.

At the Blushing Mermaid, the party learns that Pirate Lord Shadowsea has been in the area in the last three weeks and stole the sister of half-elf Coran. Leon and Coran strike a deal to inform each other of any more information they gather of Shadowsea. Following this conversation, Leon proceeded to drink several rounds of ale leaving Aramil to carry the young rogue back to Wilven’s castle.

In the bar had also been a wizard surrounded by an abundance of orphans, Serefin gave them a coin each much to their joy.

With everyone back and tucked in for the night before the begin of their journey, Irial, cleric of Sune, awoke to a ruckus coming from the dining area. Armed only with her nightgown, she found King Wilven cornered by an assassin. She has successfully seduced the assassin and was working to convince him not to kill the King when her companions appeared to assist.

The battle went very well for the group, even with a hungover swordsman, and the assassin was thoroughly killed. Allana managed to assertain that the assassin had been hired, but no other information could be extracted before Leon’s killing blow.

What will the characters do now that they know someone paid a price for the king’s head? Where will they go first? Will Irial ever get to sleep with one of the hot NPCs? Will the DM ever get to kill the king?

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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