Some times you wanna go where everyone is a horrific lizardman hybrid

The interrogation of the cultist leader slowly led to interesting developments. Few things were learned other than her name is Ferida, and she is an incredibly devout follower of some deity she refers to as Her Lady, claiming her to be the only true god. Little else was garnered from her other than the those in the Chantry may also no of Her Lady and her specific whereabouts.

They also learned that the entire town may not be under the sway of this cult after some information that Ferida provided about the inn next to the Golden Grain, the Inn of the Slumbering Serpent.

Kehlehyr, Ograth and Vairek went to the Slumbering Serpent to corroborate her claims. They found the atmosphere friendly and the food noticeably un-poisoned. Ograth also managed to sell the Inn keeper some salt.

Kehlehyr was trying to get more information out of Ferida on her return. It was decided that if the let Ferida go, she would bring Misha, the Revered Mother at the Chantry to them, who could take them to Her Lady. They agreed to meet in a neutral location, a run down inn known as the Foaming Mug Inn.

The party moved their prisoner through the streets without encountering anyone and they were able to easily break into the run down inn. Besides the obvious clutter and ransacked nature of the inn was a powerful odor coming from the basement. Upon exploring the basement they were accosted by horrifying abominations, giant lizards with the gait and musculature of men, wearing armor, wielding crude stone axes and exuding an odor so offensive that it cost most of the party some time to steel their resolve to get close enough to attack. Ferida was tossed at their feet by a furious Kehlehyr only to discover that they did not deem her a threat.

After the terrible creatures were defeated Ferida was pressured into explaining these beasts. Ferida identified them as troglodytes and said they were the blessed forms Her Lady raised her faithful to.

The party leveled up and decided to take the fight to the Chantry.

In Basements dark, and caverns...er...taverns....old?

The party regrouped in the basement and decided to strike out through the caves adjacent to the basement. A slow and steady pace was adopted and Vairek left a trail of scratch marks so the party could find its way back. After some twisting and turning a larger cavern was discovered supported by rotting timber bracing.

As the cavern was inspected, a viper of terrifying size dropped from the rafters and began attacking the party binding some and biting others. Eddrick’s keen eye noticed during the fight that party of the wall moved or swayed during the fight.

Following the snake’s grisly death, the party discovered the moving wall was in fact a curtain colored to look like rock. Located behind the curtain were three large and empty chests.

Continued exploration of the cave system provided the discovery of a grotesque statue of a large serpent with a human woman’s face made of alabaster and made of several pieces of cut stone and shaped to fit together. From there they followed a separate passage that led in roughly the direction of the inn and discovered a small offshoot cave that appeared to have little to no travel into.

Upon entering the cave, the party was surprised when they were attacked by decrepit skeletons rising from the ground. As the skeletons were cut down, Varyan noticed that one of the skeletons had a patch of leathery skin that had a worn and faded tattoo of flaming trident. In his rage he cut the skin off and put it in his pack. When confronted about this, he explained how attackers bearing this mark murdered his mother when he was a teenager.

The party decided to return to the inn. As they returned to the basement, they heard footsteps upstairs. They split up and took out several thugs both inside and outside of the Golden Grain Inn. They killed all of their attackers and kidnapped they apparent commander. Intent on getting some answers about what was going on in Orlin.

Waiter, there's some poison in my soup...
Getting off on the wrong foot

The party met with Bann Nicola and at her behest were sent to her bannric in the Bannorn to investigate the town of Orlin. She claimed that people had gone missing and were also just leaving the town and that trade and travel through the town had slowed to a trickle. She asked her beneficiaries to go investigate what was happening there and deal with it if possible, always remembering to protect her family’s good name.

Eddrick purchased a mabari puppy from a young breeder named Felayn. Kehleyhr purchased a falcon and the group all went in on some salt, silk and fish at Ograth’s request. They arrived in Orlin, and saw the grand chantry building that looks like an old repurposed fort. They spoke with a young man at the edge of town seeking a place to stay and he pointed them in the direction of the Golden Grain Inn.

The party went to the Inn and were warmly greeted by the proprietor Bertram Biswell, but cautiously watched by the locals present in the inn. Bertram seated them and got them rounds of drinks. The party was suspicious but correctly deduced the ale was safe to drink. Bertram began asking them questions and answering the parties. Indicating among other things that he didn’t trust the mayor of the town, and that there were Templars stationed at the Chantry. He also indicated a dwarven merchant named Iggy Oggiliv was staying at the Inn too.

When the food came it out, the party ate up, and all of them but Vairek passed out. Feeling wobbly and woozy he headed upstairs to the parties room to wait out the ill effects he was feeling, taking Kehleyhr’s falcon with him. After some amount of time and what sounded like several sets of feet heading up and down the stairs a knock came at the door. Vairek opened the door to discover a dwarf with a big scar over his eye standing there. Vairek addressed him as Iggy, but was rebuffed and the dwarf attacked. Vairek and the falcon fought the dwarf, eventually causing him to retreat. They gave chase and were accosted by two thugs who were waiting in the otherwise empty common room. As they descended the stairs after the unnamed dwarf they heard a crash that sound like glass and after dealing with the ruffians on the steps they found no sign of the dwarf and a broken window in the back of the common room.

At the same time as Vairek was fighting the unnamed dwarven assassin, the other party members slowly woke up in a small stone room with only a single candle casting light and none of their equipment around (including Eddricks puppy), but they still had their armor on. They were eventually able to slip their bonds and opened a door that was barred on their side and entered into a dug earthen tunnel. They closed the door and went out through the curtain hanging over a doorway on the opposite side of the room. There they found four thugs who quickly drew weapons and attacked. Kehleyhr came to during the fight and joined the others. Varyan disarmed the mace from one of the thugs and began to beat him with his fists and the newly acquired mace. Ograth fought with his gauntleted fists and a full chamber pot he began using as a club while Eddrick unleashed powerful spells like stonefist and shock, disabling the unprepared thugs. Kehleyr hurled a small wooden keg at the bung of one of the hogsheads of beer located in the large room where the fight was occurring. Beer sprayed everywhere and some of the thugs (and one of the party members) lost their footing. In time the PCs were able to overcome the thugs.

An Arl's Ransom
Humble Beginnings

The campaign began in the fortress of Stenhold, the fortress of one Arl Voychek Neruda. The Arl’s children, Joseph and Hana, were returning from their time spent in Denerim. They had been visiting relatives, but with the growing rumors of darkspawn, and the Kings decree that his Arls begin the preparations for war, the Arl’s wife, one Lady Macia Neruda, ordered them home at once. As the Arl was busy preparing his forces for war, he had few forces he could spare and so, at the behest of his steward Alenka, agreed to hire adventurers to ride out and help safeguard their return once they entered his lands.

Three adventurers answered the call for aid; Megary, a Circle mage who had been on an assignment from the Ferelden Circle of Magi and finished early, Durrik, a surface dwarf and erstwhile merchant who had just been visiting an old friend in Sothmere, and Kehlehyr a solitary Dalish elf with a mysterious past. These three were greeted by Alenka as they entered Stenhold and were taken to an audience with the Arl.

At their audience they were able to see the poor treatment the Arl had for his subordinates, and his short amount of patience for anything not related to marshaling his army. He offered each of them 50 sp for two days work. The would-be party accepted.

The party accompanied Alenka out of the Arl’s chambers where they encountered Lady Macia. The Arl’s wife implored her gratitude to the adventurers and offered to give them a single gold dragon as further payment for their service, but they declined.

After traveling from Stenhold for perhaps and hour or more, they encountered a ravine where a rope bridge should have been strung according to Alenka. As the party was examining the remains of the bridge a party of genlocks burst from the woods and attacked. The party was able to dispatch the genlocks without sustaining too much damage and proceeded to cross the ravine by chopping down a nearby tree and using it to bridge the gap.

After traveling for someways Alenka suggests the party rest for a minute to catch their breaths and patch any wounds sustained. As the party spread out to forage for food and make a small encampment, Alenka began to approach Megary, Durrik and Kehlehyr in turn, suggesting that if their little band was of an unscrupulous nature that they might find the children and take them on a longer way back to Stenhold. They could then request more funds from Arl Neruda for the safe return of his children. When none of the other party members agreed with her thought, Alenka posited that she was merely commenting on the realities of the situation, but was aghast that they might think she would actually do such a thing to the children.

After packing up their camp, the party continued on to the rendezvous point, but were beset by a blight owl. The owl put up a significant fight, but eventually succumbed to the adventurers. The party continued on only to discover a macabre scene not far from the owl attack. A party of wagons had been attacked and dead soldiers in the livery of Arl Neruda were strewn about the wreckage. A thorough search of the grisly setting yielded two important facts, the first being that the attack appeared to have been made by darkspawn, and the second being that the bodies of the children were not amongst those killed by the darkspawn raiders.

They party had little time to linger however as the quiet that hung over the place was rent asunder by the sharp, shrill scream of a young girl.

The party made all haste in the direction of the scream and encountered a battle already joined. At the crest of a small hill they saw two knights holed up behind some rocks firing down a path at a small and wounded party of advancing darkspawn, one hurlock and three genlocks. As the party advanced up the hill, they split up, some of them climbing a small escarpment to reach the be leaguered forces as quickly as possible, while the other half went to circle behind the darkspawn forces.

As the adventurers engaged the darkspawn, blight wolves mounted the hill from the opposite side and attacked the knights, and a second scream was heard. As the first group of the party reached the knights they saw the children and two wounded knights, Ser Blaker and Ser Bridgette. As the blight hounds descended upon the small group, a flash of light erupted out of Hana and a bolt of energy struck one of the advancing hounds and the girl fainted.

With the aid of the adventurers, the darkspawn were cut down in short order and the blight hounds were slain but not before doing further damage to both the wounded knights as well as the adventuring party.

After assessing the damage to everyone and reviving young Hana, Alenka and Ser Blaker had a small conference away from the rest of the group. Upon their return, Alenka and Ser Blaker confronted the adventurers requesting their aid in extorting more money from Arl Neruda, claiming him to be an arrogant tyrant who deserves such a fate and that he will hardly miss the money they request. Ser Bridgette made it known she disagreed with this course of action, calling it dishonorable and that she would be forced to lay down her life in the defense of the children if it came to it.

The hired adventurers sided with Ser Bridgette. Alenka and Ser Blaker flew into a rage and attacked all present save the children, but were defeated in short order. The party returned to Stenhold with the children in tow.

Upon hearing the story of what happened, and having the actions of the adventurers personally attested to by Ser Bridgette, the Arl was grateful and borderline magnanimous over the safe return of his children. He paid the adventurers as promised and offered them extra silver for uncovering Alenka’s treachery.

In the aftermath, Durrik signed on to be part of the Arl’s construction crew responsible for repairing Stenhold in the event of a darkspawn attack. The Arl and his wife then offered Megary the opportunity to be Stenhold’s new steward. In accepting, Megary bought herself a significant amount of freedom away from the Circle, but at the cost of keeping Hana’s magical abilities a secret. The Lady Macia could not bear to see her only daughter be cloistered away from her for the rest of her life, but promised she would use her considerable political might to ensure the Megary was given freedoms most uncommon for Circle mages. Her first task was to escort a dwarven merchant named Ograth transport a load of ryott produced in the arling to Denerim for sale. Kehlehyr, having befriended Megary during their previous adventurer (and being nomadic in nature) decided to accompany and so the party set out for Denerim a few days later.

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.