An exaltation of larks...errr, goblins

The intrepid group found its way to the seaside manse and former home of the alchemist without incident. A preliminary reconaissance of the grounds revealed only dry frogweed and eel grass, a smattering of insects buzzing about the few flowering late summer blossoms, and a skinny yet unhappy serpent, shich attempted to bite Temerity through her boot. Once through the large front doors, the adventurers found a home of significant age, and significant decay, its obviously once-posh furnishings having mouldered from some combination of sea air, neglect, and perhaps just a touch of evil, barely visible in its ill-omened aspect. Exploration of several grand brick fireplaces turned up a few choice objects (a gem, a ring), as well as a nasty giant spider, whose venomous bite caused Meris to spend the rest of the day with a shooting pain in her arm. Fittingly, she was able to administer the final crushing blow via her magic missile , crisping the arachnid’s chitinous skin with satisfaction.

Although they had been warned to look out for the supernatural within the house, initial searching turned up little but decay and ruin; the exceptions were two eerie events of an auditory nature—human screaming when descending the kitchen stairs to the wine cellar, and a warning of doom voiced by an unseen speaker. Whether these events were authentic examples of the supernatural or human efforts to appear that way remains unclear. The wine cellar contains many broken and empty barrels and smashed glassware, as well as a corpse: a fighting man dead about two weeks, still wearing plate armor and a sword. This creepy discovery aside, there seemed little else of interest down below, despite Hirax’s best efforts to locate a drink. The second floor revealed some rotting floorboards and a mysterious semi-circle of red mushrooms. Hirax took a sampling of these for later investigation. From the ruins of the first floor library Temerity found three volumes of a local interest which she has kept; one book contained a scrap of damaged parchment on which a single word, “skeletons” is visible.

Some huntings, some hauntings, and a quartet

The group of four adventurers is currently investigating a house they have been told is the lair of werewolves, or hauntings, or worse. They are aware that ghosts and haunted entities are not what they seem. The demi-diabolic rogue Temerity has also been given an assignment of locating a shipment of contraband that is coming into Eastbourne at an unknown time, via an unknown means, with an unknown traveler. Content Not Found: null wants to explore more about his character’s mysterious temple background as a cleric for Twyll (or Lutra), the great Trickster, god of game, play, deception, patron of gamblers, con-men, and rogues; the party knows that he [an urchin] has spent time in several of the villages and towns in the area, including Eastbourne, which he knows (or at least knew) fairly well some years back. He has been disappointed to learn that the old codger Joew, who once ran the inn known as the Rusty Bucket (an establishment frequented by estuarial fishermen in the area), has apparently left. Meris the sorcerer is trying to learn more about her magic’s origins, possibly related to water elementalism. Curtal, the barbarian, has thus far been reticent with information, although she has revealed that she has spent time on a ship or ships, and is in need of money. Meris [whose background is folk-hero] has sketched out that she is also familiar with the sea, having been involved in traveling and obtaining much-needed sundries and exotic materials for her rather isolated home village.

The adventurers did not know each other until Temerity, abrasive at best yet in haste for information concerning her, reluctantly accepted the proffered aid of the far-more gregarious Hiracs, who claimed some knowledge of Eastbourne and its inhabitants. This unlikely pairing hopes that Curtal and Meris, as women with knowledge of nautical affairs, might provide them with a clue regarding merchant traffic, but as they are strangers, new to the port, they can provide nothing except companionship, and perhaps some muscle.

Jorene (barkeep at Inky Eye, remembered Hiracs): claimed her lover has vanished mysteriously…perhaps involving the town council?

Rogger: claims that the old house is haunted

Unknown pair, who had spoken to Rogger (whereabouts now unknown one last seen entering the Rusty Bucket)

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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