Recovery of Amicas: damn demons!

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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session 3/20
sneaky beginnings

We meet two of our heroes, a halfling rogue with a passion for pilfering and a sorcerer with a more sensible head on his shoulders… a mysterious but grumpy dude saves their butts from a bunch of demons, then asks them to escort a grumpy cat to a cave or something.

Guy claims cat bears the spirit of his master, an ancient dragon. Ok, dude.

But it’s still a quest, so they press on. Mostly lacking in jacked-up combat-ready buffness, they are delighted to find that the claw-wielding cave cultists are at least initially terrified of the cat. They proceed to the cave lair of the dragon before the guards are summoned. The cat runs up the nose of the sleeping dragon and doesn’t come out.

Our heroes search the room in vain (snooping in the dragon’s giant journal) to no avail as the guards draw near. Torn between his burning desire to steal the Crystal ball sitting in an alcove and the ideas of proper behavior suggested by the sorcerer, the halfling jumps in and out of the huge pail of treasure that makes up the dragon’s bed, accomplishing absolutely nothing.

Meanwhile, the sorcerer unleashes a mighty…tickle spell inside the dragon’s nose. It sneezes out a dead cat, which the heroes revive with their handy staff of Lazarus. The dragon remains asleep.

All seems lost, and the heroes are surrounded, but a pair of cultists conveniently knock over the palantir in the alcove (damnit, the hobbit should’ve done that)! The dragon wakes up!

After some hurried explanations, everyone calms down and a reward is promised! The end.

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The Horn of Geridon
The Gifs of Val

The ranger Boredash, rather dazed hobbit Hux and sorcerer Jeri were welcomed to the throne room of the Silver Dragon Val, who rewarded the party with potions of healing, enchantment for Jeri’s crossbow and guidance in our quest to find a treatment for the ‘demon disease’. The dragon advised us to search for the Horn of Geridon, an enchanted item that was thought to be lost on the Island of Snekera, in a place of safe-keeping, and protected by a magical seal which required hydra eyes for unlocking, two of which are now thought to be lost. When questioned, the dragon told us to seek the an innkeeper Kristas in a town just north, where we might receive guidance about ship passage to the island.

The party easily found a coastal town, and the innkeeper; yet, events in the little town – which was little more than a one ship harbor town with a warehouse, an inn and rough travelers and piratical merchants. As we arrived, the innkeeper, a retired adventurer, was upset by his daughter’s rage about a lost rabbit. Searching the inn, the party discovered (a) large constrictor had killed the rabbit, (b) the constrictor was the ‘pet’ of a druid who had spend the evening in the in 2 nights before, and © the druid had been heard speaking of his own quest for the Horn of Geridon. (In the search for the snake, the party obtained a small round stone, marked with images of a snake that the ranger stowed in bag.)

After a fruitless effort to speak with the druid – a shady sort of figure named Alydon – the party followed the innkeeper to seek passage to the Ilse of Snekera on the cargo ship Astrid. However, at the mooring, rough seamen, aboard the Astrid, told the party that Captain Timaris, the rightful captain of the Astrid, had “retired” and that Captain Clade had taken over the Astrid. The seamen appeared to be hiding the truth and lying. The ranger Boredash quickly surmised that Clade’s men were pirates and that the Astrid should be liberated.

Thus, combat ensured. With two archers – recruited by the innkeeper – and Hux providing archery support from the distance, Boredash charged the gangplank, with Jeri, just behind, ready with enchantments. At once, the first pirate hurled a dagger at Boredash, who, seriously wounded, held three charging pirates at bay as Hux and the the archers attacked. Two of the pirates at once hacked at the gangplank ropes, hoping to bar the party’s passage onto the Astrid. Boredash fought them with a great sword, the archers pierced them with arrows, and finally Jeri successfully dazed the last pirate, who was subdued and bound fast.

Finally, the party assessed itself, intact on the Astrid’s 100 foot-long deck, with unknown cargo and no sign, yet, of Captain Clade, or others who might be below. Gathering themselves, the innkeeper, Boredash, Hux and Jeri prepared to search below…

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