Campaign of the Month: September 2017

Profane Legacy

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.

Session 1
The Farmhouse

After meeting up in the town of Riverstride the young adventurers travel three days south to a farm infested by strange creatures. The group arrive at the abandoned farm, upon approaching the house they fight a group of red, lizard-like creatures. Tsuki has a rough start, falling over, but The Spectre helps her up. Sahri shows off her martial skill, slaying 2 of the creatures with a single strike. Ghesh’s Guiding Bolt destroys one, who catches flame and rolls down the hill. Tsuki kills one with a masterful arrow-shot, while Rakshasa rains debris down on the others when an Eldritch blast goes astray. The more stealth-inclined members of the party investigate the dimly lit home. They realise there are two figures making noise in the next room and that the walls where they are have severed hands crawling over them. Tsuki has one begin crushing her wrist, while another seizes hold of Rakshasa’s ankle. Ghesh, Rey, and Sahri make short work of the hands, slaying many at once.

Session 2
The Tome

After catching their breath for a moment, Ghesh smashes down the door to the dining room. On the opposite end of the room are two armored figures who seem unsure of how to deal with the party. They attempt to negotiate with them, with Ghesh taking the lead. The language barrier proves troublesome however, and a deep voice from the back of the house commands the armored figures to attack the party. A desperate battle ensues, with Rey briefly falling unconscious before being revived by The Spectre. Tsuki climbs up on the table to gain the high-ground and a flanking position, slaying one creature by decapitation. Ghesh finishes off the creatures by slamming the remaining creature into the wall. Realising the commanding creature will find them in their injured state they seek refuge in an empty bedroom, blocking the door with a bed. After their rest, the beast has apparently left the house, feeding on corpses along the way. Sahri stealthily makes her way to the back of the house, finding a door leading to the basement. In the basement is a young man who, surrounded by candles, has been reading a magical tome for several days straight. He begs the players to take the book before more creatures come out of it. They oblige, managing to pry the book from his desperate grasp, taking the skin off his fingertips as they do. They ask him about how he got it, after reassuring him. He apparently spent his money on this book, purchasing it from a dark elvish stranger. They take him to his bed and go to find the large escaped creature. It has been chasing the cattle and killing those it catches with its morning star. They slay the creature from a distance utilising spells, and well placed shots from Tsuki and Ghesh (and a thrown greatsword from Sahri). The party all reach level 2.

Session 3
The Forest

The party camp on the farm, before beginning their journey to Ephundali, a city three days south, and the place where they believe they’ll get answers about the magical tome. Early the second day they reach Silnem, a small town built around a large, magical tree. Rey spots old acquaintances Pell and Ovid, who run the local Inn ‘’The Lady’s Luck’’. They tell the players that several people have gone missing during the night, including their children Anna and Tolun. The players make their way to an emergency town meeting, where the mayor is trying to reassure the townsfolk. Accusations of a witch, called Kamahla, taking the children occur. The mayor notices the party, asking them their business. When they offer to help he explains the situation to them, saying that thirteen people are missing, including six children, the town wizard Evendil and the town tracker Fareeha. Ghesh notices a woman dressed in green who has been watching the party talking with the mayor and asks her about Kamahla. She says that Kamahla would never do the things that the townsfolk are accusing her of, saying that Kamahla used to serve at the local church in the town.
The party begin their tracking and find the footsteps of several adults and children. During the night they are attacked by a wild boar that seems to be charmed for aggression. Investigating to see who put a charm on the beast Ghesh, Rey, and Rakshasa find a faerie in the woods, who Ghesh quickly gains the trust of. The faerie, who is quickly named Pam explains that Kamahla and her are trying to stop Evendil’s group by co-opting the assistance of the forest and that Pam thought the party were the interlopers. She says she doesn’t know where the missing groups are, but says the children are with Kamahla. She agrees to stay with the group, until Rakshasa begins to damage the corpse of the boar, at which point she flees. The Spectre decides to perform sacred rites on the body of the boar, to pay it proper respect.
The party continue on to Kamahla’s hut. On the way they are stopped by the tracker Fareeha who explains that she’s with a group looking for the children that Kamahla took and that they were attacked by giant wolves during the night, with Evendil and his bodyguard Therin splitting off to continue the search. The party doesn’t trust her story, which has several holes in it, seizing the tracker. Fareeha cries out, calling for her companions who rush to join the fight. The party mobs the tracker, but she manages to escape the group, leaving Rey with serious wounds. The Spectre knocks her out as she flees, and the two groups begin to exchange fire through the trees. Ghesh slays a human, whose wife charges angrily, before being slain by Tsuki’s blade. Rey angers a gnomish male, who angrily charges Sahri, but is killed by a dagger skilfully thrown by Rakshasa. The final member of the tracker’s group is reluctant to fight. He’s a young half-elf named Jamal and admits that Evendil tricked him into helping him, playing off his insecurities. The group comfort him and The Spectre suggests that he joins the crew of his ship “Ajaakor’s Hangman”, Jamal obliges.

Session 4
The Witch's Hut

The players loot the corpses, with Jamal returning to the camp to prepare for his journey north. Rey skilfully ties up Fareeha, leaving her for questioning. Sahri finds a small, dark totem carved into the shape of a woman that looks like it depicts an obscure feminine deity. The group quickly makes their way to Kamahla’s hut, with Tsuki and Rakshasa sneaking ahead of the group to scout.
The group approaches the house from the front, Evendil and Therin ask the group why they’re here, Evendil repeats Fareeha’s story, and again, the party doubts it. Ghesh and Tsuki approach the hut and briefly commune with Kamahla, who warns them that Evendil is a bad man. Evendil summons dark vines from the earth, which seize The Spectre and Sahri. Ghesh severly injures Evendil with a blast of powerful magic, soon followed by an attack from Rakshasa. Therin becomes wreathed in blue mist by Evendil and begins to attack the grappled Sahri. The Spectre frees himself from the vines and manoeuvres behind Therin. Sahri escapes from the vines, uses an action surge, and destroys the mist surrounding Therin. The mist injures Sahri as it dissipates. Ghesh and Rey attempt to cast spells on Evendil but he manages to counter them. The summoned vines begin to form into a humanoid shape and attempt to grab The Spectre. Evendil tries to cast hold person on Ghesh, to stop his onslaught, but Ghesh resists the spell. Evendil realises things aren’t going his way and begins to flee saying to Therin in Abyssal that_ “Lady Midnight will graciously accept his soul”_. Therin knocks out Sahri and turns to engage The Spectre. Tsuki chases Evendil but her attack is thwarted by a magical forcefield that surrounds his body. The Spectre throws a psionically charged dagger at Evendil as he flees, the dagger strikes his arm and causes him to drop his wand. Kamahla exits her hut with Pam and quickly tries to charm Therin, she succeeds but he continues fighting. Ghesh rushes over to Therin and begins to engage him with his Warhammer. Evendil panics, spins around, and tries to grab Tsuki with a hand wreathed in necrotic energy. She deftly dodges, however, leaving Evendil with few choices. Therin curses Ghesh as an unbeliever and assaults him harshly with his longsword. The Spectre throws a second dagger into an opening in Evendil’s armor made by Tsuki, which buries itself deep in Evendil’s chest, knocking him unconcscious. Sahri stands up behind Therin and immediately buries her greatsword in his back. The Vine creature lashes out at The Spectre this time harshly battering him, with its vines wrapping around his body. Kamahla convinces the charmed Therin to drop his weapons and stop fighting. Rakshasa blasts a hole in the chest of the vine beast while Tsuki shoots an arrow expertly through its empty eye holes. It falls to the ground, the magic that was suffusing it dissipating.
The group go to restrain and interrogate Evendil while Kamahla beckons a dire wolf to kill Therin silently. The children happily exit the house and thank the heroes for saving them. The group interrogate Evendil, and question him about Lady Midnight. He’s surprised that they know about her but asserts that he wasn’t going to harm the children, he was going to take them north to join Lady Midnight’s family. The group return to Silnem taking the relieved children with them. The mayor thanks the group and apologises to Kamahla, who decides to stay for a short time in Silnem. Kamahla gifts Tsuki a Robe of Elvenkind for her aid.

Session 5
The Artificer's City

The party trade their recovered gear in for some improved armor and weapons. Rakshasa and Tsuki join in the morning prayer. The group head south, arriving at the inn The Well-Watered Watchman, they speak with a tiefling guard named Reverence who tells them a patron was murdered two nights ago. Inside the inn the innkeeper Jeodred gives the party their rooms and gives them more details about the death of a young woman named Zanna. The characters investigate the room, detecting signs of a struggle. The window is broken but upon investigating outside they see that some magic may have covered the sound. The players enjoy some lamb curry and Sahri stands watch outside with Reverence. They discuss what happened and Reverence tells her that Captain Borivik of Ephundali has taken over the investigation.
The players set out towards Ephundali the next day. They see the colossus of Ephundali standing watch outside the city and the smoke from a hundred forges. Two silvers stop the players, asking their business. One of them has heard of their deeds at the farm and vaguely recalls the master wizard Vishkanya lives within the city. Upon entering the city Tsuki notices that a man is watching her from an alleyway. The party looks for him, but he disappears from sight. The group make their way to the artificer’s district. As they approach, they hear crashes and an armored creature bursts into view, throwing debris across the street, damaging several stalls. The group engages the bodiless, armored figure, with Ghesh being knocked unconscious. The parties mundane weapons do little damage to the being, but magic does the job. Sahri and Rey free a trapped woman, who is very thankful. An elderly man and his embarrassed apprentice appear to clean up the mess. The elderly man slaps his apprentice and says that he foolishly activated the creature. An elderly gnome appears, chuckles at his colleagues misfortune and then returns with some golems to clean up the square. The rescued woman, named Chandra, says that she opened the stall due to her husband being out of work. Her husband, Raj, is a miner but the mine just outside the city has been closed. Chandra says that the party can stay with them at the miner’s housing that night. The party continues into the artificer’s district, heading towards the mage’s tower at the centre. They pass a pair of Eldritch Knights guarding the tower. A familiar figure stands in the tower, Varis, Vishkanya’s assistant. He leads them to her office at the top of the tower, where Vishkanya sits at her desk. She takes the Tome and the wand and promises to inspect them. She suggests that the party attempt to solve the trouble in the mines. The group split up at this point, with Sahri looking for a way to improve her gear in the artificer’s district. She finds a woman named Marta who runs ‘’The Red Iron’’. Ghesh and The Spectre go to the church of Ajaakor in the city. They meet Shandri who is the high priestess there. Ghesh and her converse about The Fire Queen and her sword Pyra, Shandri has no reason to believe it’s in the city. Her and The Spectre don’t get off to a good start. Tsuki, Rakshasa, and Rey take a look through the Artificer’s gardens where a familiar Raven drops a small medallion at her feet, emblazoned with the image of a grinning masque.

Session 6
The Mine

The group make their way to the miner’s district housing for a night’s rest. In the morning they set out for the northern pavilion and are greeted by a large group of miners. They move through the group and find Varis who beckons them over. Vishkanya, Shandri, the guard captain Borivik, and the leader of the local Adventurer’s Guild Malark are discussing the mine. The group approach, with each person introducing themselves. Malark expresses a little confusion at the group for not approaching him sooner, stating that he has payment for their completed contract. Borivik excuses himself while Ghesh asks for more information about what happened from some miners who saw it firsthand. They say that a commotion began on the third level, with a shadowy figure killing a miner, and then opening a portal, from which many fire elementals poured. Vishkanya says that she read the book while warded and couldn’t stop reading it, but not due to a charm. The group makes their way outside the city, to the mine. She also says that the elementals accused the artificer’s of hiding Pyra from them and as such she can only escort them part of the way over. Malark wishes them good luck and says that he’ll be waiting with a rich reward should they return.
Two guards stand watch over the magically sealed entrance but temporarily lower it to allow the party through. The first level has some abandoned equipment and a dead golem and some smoke emanating from the second floor. The party continues down, and the scent of smoke grows stronger. Before them is a large chamber, littered with small clumps of magma, and the charred remains of two corpses of what seem to be a previous adventure party. At the end of the chamber is the entrance to the next level and to the right is a small tunnel disappear into fire. Towards the next level one of the magma clumps begins to move, revealing itself to be a small Magma Mephit. Ghesh communicates with it briefly, but the creature seems unwilling to cooperate, and after denouncing Ajaakor it calls for help. The other clumps around the room reveal themselves as well and attack the group. Two breathe fire onto the group, while Tsuki spits acid back at them. Sahri is knocked unconscious and two of the magma mephits come back as smoke mephitis who are quickly dispatched. The group proceeds downstairs, soon meeting a fire elemental. Ghesh communicates with it briefly, failing in his attempts at diplomacy, but impressing the being with his knowledge of its nation’s history. The being leads them to the portal, which sits in the centre of the third level. In front of the portal stands a larger, armored elemental. She introduces herself as Nas’Ul and explains that she was brought here and charmed by a dark elvish woman. The Fire Queen’s attention was given to this region and she eagerly funneled warriors into the tunnels. The charm has worn off and Nas’Ul realises she was manipulated by this mortal woman. Rey uses magic to join the conversation and Ghesh confirms that no one in the city believes the sword is there. Nas’Ul decides to recall her forces and gives Ghesh a Topaz as a parting gift.

Session 7
The Celebrations

The group reach the surface and are greeted by an incredulous Malark. They return to the city and are greeted by cheering crowds of miners. Tsuki leaves the party to find the owner of the raven, while Sahri and Rakshasa join the celebrations. Tsuki soon meets up with the owner of the raven, he calls himself Taman the Quiet and claims that Zanna, murdered in The Well-Watered Watchmen, was his partner. He says the culprit is Midraba, the dark elvish woman whose handiwork the group has been cleaning up. Rey, The Spectre, Ghesh, and Varis make their way through the crowd to meet Vishkanya. She congratulates the group on their success and expresses concern at the apparent theft of a valuable spell scroll by Midraba. Rey and Ghesh inquire about valuable missing artifacts, in response Vishkanya unfurls a comically long piece of parchment. They notice several names: The Tome of Ultimate Evil, The Day I Slew Death, The Well of Worlds, The Blackrazor, and The Storm Blade. The party then take their leave, with The Spectre and Rey heading off to carouse, while Ghesh returns to his church.
Sahri and Rakshasa find their way to a shadier part of town, locating The Wailing Wolf, a dive bar. It’s run by a Vithian named Yasheira Fork-Tongue and two rough looking patrons sit at the bar. They introduce themselves as Roscoe and Merla who are mercenaries. Downstairs they hear a fight going on, with Yasheira’s permission, they head down to see what’s going on. A group of people are gambling and fighting in a small fighting ring, and Sahri decides she’s going to compete. She defeats the reigning champion Llewis the Lucky who turns out to worship Satief. The Spectre soon arrives and decides to challenge Sahri. The Spectre utilises his psionic abilities to soundly defeat the drunk Sahri. Rey and The Spectre manage to make quite a lot of coin while carousing. Rakshsasa receives a prayer from Yashiera to contact Graz’zt, The Demonlord of Lust. While praying Ghesh receives a vision of Ajaakor standing at the intersection between the four elemental planes. Ajaakor praises Ghesh and says that he has been watching him. The Spectre receives a less kind vision, but Ajaakor says that he is beginning to redeem himself. Sahri receives a vision of a dark, blood stained battlefield, where she stands alone. A voice tells her that: ‘’Blood must flow…”. Rey receives a vision from The Seer. Rey stands in an open field beneath a starry sky, and The Seer appears behind her. The Seer tells her she is proud of her and grants her new abilities to pursue truth.
The group reach level 3.

Session 8
The Badlands

The party wakes up spread across Ephundali but meet up at Hoveked’s workshop to spend their hard-earned money on magic items. Ghesh purchases a cloak of protection, Rey buys bracers of agility, Sahri exchanges her greatsword for a +1 Greataxe, and The Spectre buys a periapt of wound closure. Sahri and Rakshasa go to a brothel where Rakshasa finds a pair of Graz’zt cultists: A half-Elf owner, and a Vithian named Fear. Ghesh and The Spectre visit The Church of Storms, with Ghesh asking if there is anything in the region that he should pursue. Shandri says that a Warp-Beast called a griffon was seen a few days south-east of Ephundali, and that it is very strange to see one this far west. Rey visits Vishkanya, briefly discussing the book before Rey is handed the sending stone recovered from Fareeha. Rey gathers the group together before sending a cautious message, attempting to find out where Evendil was meant to take the children. The group stock up on last minute items, with The Spectre deciding to pick up a whip for any possible griffon-training that may occur. The group head south-east towards the mountains in the Badlands, with the terrain moving first from forest to grassland, and then from grassland to dirt and sand. The group hear the cries of beasts and the screeching of an eagle on the second night. Soon the group come across three enormous hyena devouring the corpse of a griffon. The three giant Hyena’s attack, but are quickly dispatched by the party. The group continues the next morning, crossing a deep ravine which Rakshasa has trouble leaping across. The party continue up the mountain, hearing the pained cries of an eagle. Up on a cliff-face there are a group of armored skeletons seemingly ascending to attack a wounded nesting Griffon.

Session 9
The Undead

Ghesh, The Spectre, and Sahri climb up the right side of the cliff-face as fast as they can, while Rakshasa, Rey, and some skeletons exchange fire on the left. Skeletons are climbing the left side as well, racing with the party to reach the top. A gaunt humanoid figure with glowing blue-green eyes kills the griffon after injuring a young woman dressed in hide armor. The gaunt figure knocks out the young woman before being defeated by Ghesh’s spiritual weapon. The young woman is revived by Ghesh after he realises the griffon is beyond saving. The young woman explains that the undead have come out of the mountains, likely originating in the abandoned fortress of Kas. She’s a druid who seeks to preserve nature from dangerous forces but is frightened of this fortress. Rey and Ghesh help pull the griffon out of its nest to check for eggs, discovering two that have been crushed and two that remain whole. Rey and the young woman, who introduces herself as Ennefer, say that they will take care of the eggs until they hatch, which Ennefer guesses will be soon. Ennefer flies off in eagle form to find where the undead came from, finding a strange tunnel entrance within a few hours. She seems reluctant to go any further, but The Spectre and Rey convince her to go on.
They continue down this dark, apparently magically created tunnel for two days, during which Rakshasa has an important dream. She awakes in the Shadowfell, in the Demonlord of Lust’s domain. He brands her with his symbol and asks her what she desires most. During the second night The Spectre hears slow footsteps approaching, waking up Ghesh, they illuminate the tunnel. Standing some distance away is an undead figure, after a moment of staring it begins to charge. The Spectre teleports in front of it, and blasts it backwards with a mind thrust. The party awakens and attempts to engage the creature while it almost strangles the life out of The Spectre. The creature seems to feel no pain and only after many attacks does it finally fall to the floor, letting out a moan as its soul seems to depart its body. The group finish their rest and continue onwards, soon approaching the light at the end of the tunnel. Two skeletons and another gaunt creature are waiting for them in a stone room, and after a quick fight they are dispatched. The Spectre hears the sound of a humanoid moving beyond the door.


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