Sphinx Round 2

Disappearing children in Doumma
Encounter with Rosine, the Empress

Our heroes trekked out to the village of Doumma, after being informed of an entity suggesting the Empress from Arna, the King’s oracle. On the way to Doumma, the party met a man named Patrick outside the town of Beith who appeared to be a fisherman merchant. On further inspection, the party determined that his family in the wagon were illusions and that he was a thief. Patrick was killed by Altonnya and the party took his wagon along with their mule to Doumma. Upon their arrival at Doumma, the party soon found out that only two residents of the entire town remained, locked up in the village potion store. Ormitt and his mother Vraga informed the party that two search parties had went out to find the missing children, but none had returned. The mother and child felt compelled to stay and watch the village temple by their goddess, Selûne.
The party entered the magic dungeon of the Empress unknowingly and soon encountered husks of moth men produced by Rosine. Later, they encountered half moth, half elves about a foot in length playing innocent games that soon became quite gruesome when they began to plunder and murder one another. The elves eventually drew the party to their big sister, Rosine.
Rosine put up quite a fight, knocking out SVET and transforming into Mothra. The party was joined halfway through the fight by Tsarra, a bowwoman elf, and Tarkus, a man in a black suit of heavy armor wielding a big hammer. Rosine was eventually defeated, and the surviving residents of Doumma that had been transformed by her reverted back to normal and were taken back to the village. Tsarra and Tarkus met with the party in temple of Selûne and told the party they were sent on a mission from the Swords of the Lady or “Lunatics” as some people call them to aid the party in the encounter.

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1st adventure
It begins

In summary, the group found themselves being lured in by orcs to a surprise attack led by the Kushanian general, Falcon. Falcon and his men made short work of the Band of the Wolf. That pretty-boy Falcon even chopped off Symond the Wolf’s head in one shot of a wand with a skull at the end of it. What a dick. But at least he spared you guys and Rickert, the “Baby” era Justin Bieberesque engineering prodigy, if only to serve as his messengers to let King Alexander of Midland know of the massacre on his territory near the border.
Lady Janis, one of the King’s Lords and her bodyguards, Brand and Dagger escorted the party from the town of Samael’s Well to the King’s palace itself to meet the royals. Alexander did not seem too surprised to hear of the attack, as Queen Casca had been having visions through the nights leading up to your arrival of a black Falcon making its attack and your party’s entrance to the Kingdom.
Alexander explained the importance of stockpiling magical weapons at a faster rate than that of the Kushan empire in order to fend off the attacks and win the inevitable war. Alexander was perplexed by the rate at which the Kushanians seemed to be clearing. Alexander appointed your party as new “clearers”, tasked with invading these mysterious dungeons that have been appearing at random lately head on, but warned you of the shockingly high mortality rate that comes with the job. Luckily, he sent one of his top men, Esidisi, along with you all as a guide and scholarly resource.
The encountered their first magical dungeon, less than 30 miles from the town of Baran. The realm entrance bore the runes spelling “Poison”. The party made short work of the clear, using their wit and brawn to make it past a territorial carrion crawlers, trick a team of dim-witted bullywogs to become their minions and valiantly defend them from a massive sewer rat (R.I.P.), make it through a gas chamber of a hallway, vanquish a weird knight scientist, find his home in a gargantuan tree-turned-laboratory, and make it to the area asshole, a hard hitting Ettin.
Fortunately for the party, the Ettin was a dipshit and was tricked into thinking it was trapped in a fiery cage. I guess two heads aren’t better than one. After duking it out, the party found the magical item that the Ettin was guarding, a mysterious five foot tall hookah. What could the purpose of this item be? What curse or blessing will it bring to the kingdom? Will Esidisi cry more masculine tears of glory? Come to the next session to find out…

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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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