Black Sea

Session 8
The Party Falls for It

Upon returning to Oro’s Landing, the players discover Danton waiting for them. He takes them back to the Baron’s tavern, where they give him and Phillipe, Fienhart’s court wizard, a debriefing of the events at the manor.

Session 6 + 7
The Party Gets Cool Shit

The party immediately springs into action, each going after their target. Rohf charges Doyle, consumed by barbarian fury, and their greatswords clash in a blur of steel.

While they fight, Argus, Nymphaea, and Logan notice Lynne, the songstress they met earlier, in a corner of the room. Next to her are the corpses of several other women, who appear to have been brutally mutilated. The three make quick work of the initiates and faithfuls gathered in the basement, and free Lynne.

Krau remains in the corner of the room, simply looking onward with a wild smirk on his face. His body appears vaguely ethereal, and Logan soon deduces that it must only be a projection of Krau.

The entire party shifts their focus to Doyle, who Rohf has been steadily holding his ground against. Doyle is clearly an expert swordsman, each slash, chop, and stab finding its mark, but even he cannot stand up to a four-sided assault.

Just as victory appears assured, a crackling crimson energy erupts through the room, sending Rohf and Argus sprawling on the floor. Where the projection of Krau once stood, there was now a glowing orb of crystal suspended atop a pedestal. It begins to glow brightly, preparing to unleash another volley of energy.

Doyle takes the chance to press back against the party, nearly killing Argus and Nymphaea.

“I AM YOUR ENEMY!” shouts Rohf, launching himself at the large armored man. With no weapon in hand, Rohf grabs hold of Doyle and shoves him face first into the fireplace. However, a bolt of red lightning interrupts him, knocking him away from Doyle. Where the lightning struck is now a swirling portal of energy, which Doyle quickly escapes into.

Logan quickly rushes over to the device, delving through the depths of his arcane knowledge. He realizes that the orb is drawing power from the pedestal, and risks forcibly removing it. He succeeds; the orb loses its glow, and the portal begins to close, but not before a mass of dark energy escapes spills out of it.

The energy gathers around the faithful sorcerer, who had been just barely clinging to life. He screams in pain as it engulfs him, transforming him into a shadowed demonic figure.

As the demon approaches, the party contemplates fleeing, but Lynne urges them on. She begins to chant, and tattoos that cover her body slowly pulse a bright white light.

A soothing energy washes over the party, and they feel their wounds heal as a new vigor enters their bodies. A few short seconds later and Lynne finishes her song, collapsing to the ground in exhaustion.

The party decides to press onward. Rohf battles it head on, while Nymphaea ducks in and out of it’s reach delivering precise strikes. Logan and Argus keep their distance, hurling fire and crossbow bolts at the fiend.

They eventually slay it, and its ethereal figure dissolves into shadow. The party decides to take a moments rest and search the basement lair. In it, they find both an enchanted ring. Argus quickly recognizes it as belonging to a knight from a neighbouring kingdom, famed for his powerful punches.

Dissapointed at the lack of Arch-Priest in the manor, the party decides to leave. Upon exiting, they discover their path is blocked by an Odaren Knight, fetched by an initiate they allowed to escape earlier. Exhausted and drained of their abilities, the party decides to fight anyways, besting the knight.

They then descend into the sewers, beginning the long journey back to Oro’s Landing.

Session 5
The Party Tries BDSM

Despite their initial gatecrashing, the party decides to switch gears, uncharacteristically sneaking upstairs.

Nymphaea and Argus take a quick sweep on the floor, finding nothing. Argus then encounters a sleeping guard, and quickly casts Silence around him. He peeks through a door, but only catches a glimpse of the initiate.

The party quickly captures the sleeping guard, and interrogates him. His name is Jim, and he reveals that he and his two friends Tim and Mim are going to steal some treasure from the mansions and make off with it tonight. He’ll tell them where the treasure is if they let him live.

The party agrees, but first they decided to take out the initiate Argus saw earlier. As the barge into the room, they find there are actually 3 initiates, as well as a Faithful. The battle is quick and bloody, with the party emerging victorious.

They bring Jim into the room, and he reveals that the location of the treasure… is only known by Mim, who likes to read romance novels downstairs while pretending to shit.

Meanwhile, Logan is captivated by the strange energy all the Faithful sorcerers they’ve encountered seem to wield. Time and time again he sees them encase their hands in dark energy, before making a devastating close-range attack. He decides to spend some time recording his observations, hoping to learn more.

Rohf goes downstairs to find that Mim, scared shitless from the noise, has barricaded himself in the closet. However barricades are no match for Rohf’s berserker strength. He tears it down, and drags a cowering Mim upstairs.

In exchange for their lives, Jim and Mim tell the party everything they know… that the treasure is unlocked by a secret code: “From West to East, 3-2-1-4”.

After a misguided journey to the wine cellar, the party finally realizes that the code refers to the four pillars on the main floor. The party push loose stones on the pillars in the correct order, unlocking the treasure room upstairs.

Inside, the party finds two chests. Argus searches one, finding some valuable artwork, and Rohf searches another, finding various gems. Additionally, Rohf finds a small sack, inside which are four beans. Before even examining them, Rohf eats one. At first it makes him feel dizzy and sick, but after a few minutes he feels better than ever. He is invigorated with newfound energy, feeling as though he just awoke from a long rest.

Rohf decides not to tell his weary party about the three other beans.

The party eventually uncovers a hidden path to the basement. They descend, and find themselves interrupting a conversation between Mortis Krau, the Arch-Priest they’ve been after, and his left-hand man, Faithful Doyle…

Session 3 and 4
The Party Starts an Orphanage

Following the map they had received from Chantry, the party descended into the sewers below Oro’s Landing. The sewers were almost a maze, having been constructed haphazardly during the town’s unexpected economic boom some years past.

The party opened the gate and set forward in a tiny row boat. They rounded corner after corner, yet somehow found themselves exactly where they had begun.

“It’s a maze,” declared Rohf. “Someone should make a map,” he said, staring right at Argus.

“Nah we’re good fam,” responded Argus.

They spent the next eight hours going in a circle.

Eventually the party discovered that they could alter the water level by plugging various drains. This enabled them to take their boat through various pipes, accessing new parts of the sewers and bypassing gates. Unfortunately, the drains were also the favourite feeding spots of the various crocodiles who called the sewers home.

After several near death encounters; including a solo foray through a pipe by Argus, and a failed attempt at climbing a two fight pipe by Logan which nearly lead to his drowning, the party finally decided to make a map.

Now able to successfully navigate the maze of sewers, the party quickly plugged the remaining drain pipes, allowing them to access new areas — one of which was guarded by a two-headed crocodile from hell.

Rohf and Logan quickly dispatched the abomination. It was guarding a deep shaft. As the two lowered their torches into the opening, they noticed the gleam of something valuable. Using some rope he had on hand, Logan lowered Rohf deep into the hole. The barbarian returned covering a dirty shield. He cleaned and polished it in the disgusting sewer water, to find a perfectly reflective surface — it was a mirror shield.

The party soon came upon a tiny crack in the wall, barely large enough for a single person to squeeze through. They decided to send Nymphaea, who was lithe enough to effortlessly make it through. Inside, she found a series of rooms, one of which held some incredibly lifelike statues of men, their faces frozen in horror.

Nymphaea was no fool; she could connect the dots. A mirrored shield, and lifelike statues… They were not statues at all, but petrified men, turned into stone by some kind of deadly beast.

The party went on, eventually finding the exit of the sewers, to their great relief. They came upon a small landing, where they docked their boat and rested.

Feeling newly invigorated and ready to take on anything, the party resumed their journey.

They traveled for quit some time in their small rowboat. The smooth stone walls of the sewers gradually become a rough mix of mortar and rock; they had come upon the oldest segment of the world beneath the city. Finally, they reached a large landing in the water, upon which there was a single ladder heading upwards.

As soon as they set foot upon the landing they were met with the petrifying gaze of a basilisk.

Argus took aim with his crossbow, but as soon as his eyes met the beast’s, hey felt his body stiffen, and was completely paralyzed. The rest of the party had no luck, unable to attack the beast while averting their eyes. The beast was relentless, slowly tearing the now helpless party apart.

It was then that a flash of brilliance struck Logan. He gathered his energy, he positioned himself across from the basilisk, gathered his energy, and sent a wave of force in all directions. The Thunderwave blew the basilisk into the water.

Nymphaea got into position, and as soon as the beast climbed over the platform’s edge, she raised her mirrored shield. The basilisk mistook its reflection for a rival, and attacked with its petrifying gaze. It succeeded only in paralyzing itself, leaving it unable to grasp at the edge of the landing.

Paralyzed, the basilisk sunk below the sewer waters.

Barely alive, the party made a quick run for the ladder, pushing aside the heavy cover at the top, and breathing fresh air for the first time in nearly a day.

The party found themselves in a maintenance shed within the compound. Their infiltration was a success, they were near Mortis Krau’s mansion.

They decided to take a short rest. It was then that a guard approached the shed. The party quickly discussed how to best brutally murder the unsuspecting fellow, and got into position. Rohf raised his greatsword, poised to kill, when he heard the guard mutter, “…shitty fucking day. I just want to go home and see my newborn daughter.”

Struck by his own conscience, Rohf, ever merciful, decided to only cut off the man’s foot.

The guard screamed in pain, but the party quickly silenced him. They proceeded to interrogate the guard, whose name was Tim. He was a new hire, and didn’t know much. All he could tell them was that the basement was off limits, and therefore probably held something valuable.

Before the party could ask him anything else, they noticed a group of initiates approaching, accompanied by a Faithful, a powerful sorcerer. They came to investigate Tim’s scream, but were ambushed and dispatched by the party.

However, Rohf was consumed by his rage, and in the final moments of the fight, he brought his greatsword down on Tim, who tried to drag himself away, shrieking in terror. Rohf didn’t care.

The party then made their way to the mansion, scaling the fence. Argus, now dressed as a wounded initiate, told the door guards of an ambush.

“Tim’s in danger!” screamed Argus.

“No! His wife just passed away last week… We can’t leave his newborn daughter an orphan!” responded the guard, motioning his fellow guards onward.

“Go inside and get help! But make sure you see to those wounds,” said the guard, pointing to Argus and then departing.

Argus, Nymphaea, and Logan soon snuck around to the mansion’s rear entrance.. but Rohf had other plans. He kicked in the front door, howling in barbarian fury. The three initiates inside charged him, but they were not match for his greatsword and the storm of lightning that appeared around him whenever he raged.

In seconds they were all dead, with the rest of the party looking on in horror and awe.

Session 2
The Party Ruins Everything

The Baron offers the party 2 000 gp each to help him kill a man named Mortis Krau, one of the Arch-Priests of Artoris and also the head of the theocracy’s artifact reclamation division.

The party meets Danton, Aurum’s right hand man in the underworld, who directs them towards a criminal under lord who can help them uncover Mortis’ location — a man known as ‘The Prince’.

The party makes their way to a dingy old tavern on the wrong side of town, where they have a meeting with a curious woman named Chantry. She works for The Prince, who is far too busy to meet with a ragtag group of adventurers. She let’s them know they can have Mortis’ locaiton… for a price. The party must intercept an Agentia caravan, murder the guards and steal their uniforms, and burn everything else to the ground.

After some debate, the party agrees. However, they suck at bargaining, so Danton steps in and negotiates some better terms: they each get a health potion from Chantry.

The party decides to ambush the caravan as it stops for the night by a fork in a river. At first Argus and Nymphaea sneak over to the sleeping Initiates, take their weapons and tie their feet. However Argus ruins everything and wakes one of them up, who screams and wakes up the rest. In his panic, Argus cuts the man’s throats, and Nymphaea follows suit. What follows is a clumsy battle, where the party butchers the initiates, and their uniforms.

However a ‘Faithful Sorcerer’ emerges from the caravan, attacking the party from behind. After a long and difficult battle, Rohf manages to throw the Faithful into the campfire, burning him alive.

A little while later, Argus takes a look at the caravan’s goods, and realizes it was transporting medicine to a community that was in dire need due to a plague. He returns to the group, and asks, “Guys, are we the bad guys?” Nobody answers him, because they don’t care.

The party burns the caravan down, but decide to free the horses.

Having mostly failed their mission, the party realize they can’t return with what they have. So they stop by a seamstress, and mend the uniforms as best they can before returning to Chantry.

Upon returning, Chantry notices immediately that the uniforms are mended, and that the highest ranking one is missing. Nonetheless, she tells them how to infiltrate the compound where Mortis is believed to be staying: through the sewers. She provides them a map, but lets them know that they are still in her debt. To repay her, they must retrieve a crystal ball from Mortis’ manor.

Session 1
The Party Tries to be Fancy

The campaign begins in Oro’s Landing, the capital of the Fienhart, the largest barony in the holy empire of Artoris. It is Unification Day, celebrated by a large festival. Artoris, being a competitive society that prizes virtue and confidence, marks the day with a variety of challenges and competitions. The Baron, Aurum Fienhart, is giving a speech to the large gathered crowd, promising to hold a dinner tonight for the day’s victors.

Each member seeks an audience with the Baron for personal reasons, and so sets out to win an event.

The first event of the day was dueling. Rohf, the Barbarian, and Argus, the Bard, both competed, easily dispatching their first two opponents to face eacho ther in the final bout. The crowd was estatic! Two foreigners had won out over Artoris’ own soldiers, guards, and crowd favourites.

While Argus made some mistakes early on, he quickly rebounded. The duel came down to the final blood, with a climatic finish as Rohf caught Argus mid-dodge with the edge of his blade. The Barbarian Prince was declared the winner, much to the Baron’s delight as watched on.

The next competition was knife throwing, which three of the party members decided to enter: Logan Loxely, the Wizard, Nymphaea Anthousai, the Rouge, and Argus. The three made it to the final round, easily landing their knives in boards 10 and 20 metres away. However, Nymphaea struggled with the 60 metre board, missing it entirely.

Logan then landed an incredible throw, hitting the board from an astounding 100 metres of distance. When Argus tried to follow, he fumbled, the knife slipping out of his hand, landing in the grass 10 feet away. Logan was declared the winner, with Argus again coming second.

Third was the pie eating competition. Everyone except Logan entered, hoping to win either an audience with the Baron, or a free dinner. Much to their disappointment, many of the pies were disgusting, being made of cardboard, intestines, or much, much worse. Argus was the first to drop out, being unable to finish even a single pie. Then it was Rohf, who tapped out near the end, confident enough with his single victory that day. Nymphaea was ultimately declared the winner, surprising everyone.

Next was the musical competition, with Argus going head to head with a travelling musician named Lynn. Argus gave a stellar performance, using his disguise spell to great effect, transforming himself to both Aurum and Wirrin, and even used his charm spell on one of the judges. Unfortunately, it was not enough to best Lynn, who’s beautiful harp playing, exquisite voice, and mind blowing blowjobs won her the day.

Finally was the riddle competition, entered into by Argus, Logan, and Nymphaea. Tired of coming in second place all day, Argus did not hold back, securing victory by failing slightly less than the other two contestants.

With invitations in hand, the crew took a long rest, awaiting the feast to come.

During their victory dinner with the Baron, Rohf and Argus noticed that Gunter, one of the other contestants the party had encountered throughout the day, was readying a knife. Instead of warning the rest of the guests, Rohf grabbed Lynn (by the pussy), shoving her behind him. Meanwhile Argus did absolutely nothing, preferring to ‘just see what happens’.

Gunter leapt from his seat, stabbing the Baron in the chest. At the same time, six bandits revealed themselves on the lower floor of the tavern, killing Aurum’s guards and making their way up the stairs.

As Rohf and Nymphaea dueled Gunter on the table, Argus readied his crossbow, landing a bolt right between a bandit’s eyes as he rushed up the stairs. Logan hung back, firing wave after wave of magic missile at Gunter, and forcing other thugs to fall unconscious where they lay.

Eventually Gunter made a run for it, trying to head for the door. But he was not fast enough, and Nymphaea plunged her rapier right through his throat. Meanwhile, Rohf, in his berserk fury, cut the legs off a bandit, and brought his greataxe down upon his head.

Bloody and battered, the party turned toward the Baron, who had been mysteriously calm despite his wound. They asked him many questions, but he only answered with an offer…

Session 0
Character Creation

We got together to plan the campaign.

Each player created their character, and we discussed their ideals, bonds, and flaws. Additionally, we began to the build the world through this discussion, creating people our characters know, places they are from, and events that define their past.

The team so far:

Argus Black
Rohf an Skorrige
Logan Loxely

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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