In For a Penny, In For a Pound

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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The Exploration of Foxglove Manor
1/1/18

Foxglove Manor looks like it will slide off the side of the cliff it is built on and plummet to the sea some 300feet below. Covered in diseased mold and wisteria vines, hardly any light can make it through the grimy windows. Inside the manor was once decorated as a hunting lodge. Now it is haunted.

Tashi was almost strangled to death by a red scarf, I was swept into a waltz, and Sue saw some 'Parents' arguing.

Just past the atrium on the ground floor, is a large rug covering mold in a spiral pattern. Hanging on the wall next to it is a shrunken monkey head with a bell rope dangling from its mouth.

On the second floor of Foxglove Manor (where Sue saw the ghosts), Dräüg surprises us while in the 'music room'. We move to the NE bedroom to find it covered in thick green/blue/black mold. When Sue opened the door, it disintegrated, leaving the knob in her hand. She handed it to Posh.

Upon stepping into the room, Vielyn tried to claw his face. We restrain him and he immediately calmed. He said that he saw boils and sores on himself and had an overwhelming urge to claw it off. The possession left as we restrained him.

The bathroom floor is totally rotten and we collapse it so as to not have a surprise collapse later.

In the NW room we heard a woman's voice shriek- “What do you get up to in the damp below?!” The whole room had been purposefully destroyed. The only thing left untouched was a portrait that had been turned around to face the wall. When Posh and Dräüg turned it around, I was overtaken by a rage against females. Sue pried me off Tashi (poor thing) before I could do any damage to her. After a few minutes, I recover.

Just south of this room, we find a stair leading up.

On the third floor of Foxglove Manor, we find a set of double doors that lead to a cobweb laden portrait gallery. When Vielyn collects the cobwebs, the room goes cold and the paintings morph to show what happened to their subjects. Ziva Foxglove looks identical to Tashi.

The West bedroom is not a dilapidated as the rest of the house. Posh felt as if he should go to the desk and slit his own throat with a dagger, but declines. The desk in question has a large splinter of wood instead of a dagger resting next to a blood stain.

Note- Aldern's father's portrait showed that he died from having his throat slit

In the attic, the first door lead to a recently damaged workroom. The ceiling is in bad shape with sky visible. Repairs are seen as recent as last year. There are pots set out to catch leaks, placed in the past month. The second door lead to a room stacked high with furniture. The third door showed a store room filled with now fragile linens. The fourth door was a room filled with boxes and crates of dishes and the like. The fifth door was a room with one crate of rope and a bunch of painting supplies. The sixth door lead to a bedroom containing a bed, a night stand, and a trunk with butler livery in it.

At this point of our explorations we heard a scream of pain coming from the NE area of the attic.

The seventh door lead to a small room containing a desk and chair. There were two windows, one broken out, and a telescope on its side near the desk. Looking up we saw a trapdoor in the ceiling that had been tied shut with rope.

At the eighth room (location of the scream), we heard an other scream. The door had a difficult lock which I picked. We opened the door to discover the room is very cold and damp. A few crates were set against the North wall and a full sized mirror leaned against the chimney flue to the south.

As we moved into the room, we heard a woman sobbing. When I moved to the crates, the sound stopped; then drifted to the mirror. When a stick poked the mirror, an apparition yelled " Aldern, I can smell your fear! " and quickly moved out the door and back down the hallway (South).
It led us down the stairs, to the first floor into the basement, through a kitchen area, down another set of steps into a set of natural caverns, through these to open a door to another cavern.
We found Aldern sitting in the middle of the room. He greeted Sue, Tashi gave him pause and he cringed away from her. He pleaded for us to save him. As he told us about The Hurter and The Lord, he turned into a ghoul.
The lady apparition attacked him and did a little damage before he destroyed her. Aldern smelled like rotten meat.

We found a letter in the cavern with Aldern.

" Aldern, 
You have served us quite well. 
Your Mistress, 
Wanton of Nature's Pagan forms"

We took a bound Aldern, the portrait of Aisha, the broken filactry, and the razor. As we left, we left oil all over the house, caverns, etc. And set fire to it all. 

Note: The fungus in the cavern was an undead fungus. (see the research for its name.) Also, "She" is Zennisha, Aldern met her in Magnimar. She is the person who got Aldern to work a spell that made him into a Ghoul.

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Going to Magnimar
1/21/18

Auldern is dead. The Manor has been burned twice. We go back and report to the Town Council. We got a list of places to see in Magnum are. Also we are warned from venturing into the under bridge area of magnimar. 
Note: I should go there to find an Assassin's teacher. 


Sue gets a letter of inheritance to the contents of the foxglove townhouse in Magnimar. The house is owned by the organization that he owed money too. The Brotherhood of Seven.
Note: the Brotherhood of seven is a shadow organization. Made of Highly Successful men who have their own Star Chamber and therefore act outside the law.

Before we headed to Magnimar we checked in with the Wolves at Thistle Top. Then we headed to Magnimar. We took two days (leisurely) to get to Magnimar. We got redirected to the main gate. Once, in the city, we procured rooms at the golden Hedgehog. When a serving gnome-girl walked by, she was very shocked to discover Posh (her father)?! We beat a hasty retreat to the foxglove townhouse.
The foxglove townhouse is 3 stories tall. It had Gardens that have been maintained, but not a lot of recent search traffic. There was a front Courtyard. After confirming the front door was safely locked, we decided to do a walk around.

We walked in, the house was cold dark and empty. The first door led to a dismantled hunting Trophy Room. The room off of the trophy room was a dining room with a very nice Dining set. There was some nice cooking gear and flatware and silverware in the kitchen. In the study we found a ransacked desk. In the lounge we found some nice chairs and a chaise lounge now slashed. 
Upstairs on the second floor, paintings were torn from the walls. Someone was searching for something specific. 
In the library we found books on the floor. We found a Butler's room and a bedroom. 
On the third floor we found the master bedroom And a study with a bed. In the study we found the cache we and the Ransackers were looking for. We put the cache back the way we found it without the goods inside.

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Shopping in Magnimar
by 山鹿愛子 Aiko Yamaga

We go back to the golden Hedgehog to meet with the young girl and her mother. The mother sees Sue and greets her like an old friend, bypassing Posh. She then takes Posh back to the office to talk.

This is their private conversation:

Her name is Galdalina. She is Posh's wife of 25 years. They have two daughters the eldest Alina, and a 12 year old named Linley. Galda, Posh and Sue went adventuring until Galda got pregnant. They found a man who, for price, sent Sue and Posh to another dimension and changed their appearance. This was 10 years ago. All of this was done because Posh and Sue had run afoul of some drow and this was necessary for their escape.

When Posh recovered from this surprise, he pulled Sue aside to warn her about any incoming danger. We end up discussing everything as a group.

The next morning I take a few hours to disguise Sue and Posh. After a wonderful breakfast, we head to the local temple of Toreg. We asked for help with the Reconstruction of Thistle Top. We are assigned brother Fordor. We also ask for guidance with regards to the contents of the contract about foxglove Manor. D. asks for a discreet investigation into his past. We then move on to a market bigger than Sandpoint!

We started off by converting and bartering the goods we didn't want to use anymore. We exchanged our very large Ruby for an artificer's kit and some materials. I got a great price on a couple of bags of holding. We get an acceptable price for cure light wounds supplies.
We head back to the golden Hedgehog for a bite of dinner. Posh has a date tonight with his wife and D is his guard and chaperone.

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