It's More Than Just a House
Journey to Olaf's Manor (April 23, 2016)

Our heroes have been sleeping in Brittlework (on the world of Grendel) at the in when a large crash is heard around 1AM. The commotion is coming from outside and when everyone looks out the window they see the townspeople in the streets with torches, forks, butcher knives, pitchforks and the like heading off in the same direction. They all get dressed and when they get to the crowd they get the sense as the people leave the city they are happy to be heading to the beach. An old mother says we may have had a “breaching”. When the group looks up into the sky, it looks like a meteor has hit the ground as dust and dirt blanket the heavens.

Upon arriving on the beach, a large furry sperm whale with tusks is on the beach, partially buried in the sand from its impact with the ground. A middle aged man mentions this happened about four years ago. The townsfolk look to be setting up a platform to celebrate their good fortune. Karma offers to help acquire the bones, Sparky helps with the butchering and Arthos and Adruxor aka “Silky” help assist with the merriment.

During the party, Rain asks about Olaf’s manor to the doctor. He indicates we should talk to the major about the this and not much later Arthos has broched him on the subject. It seems Olaf owes taxes to the town and the major would like us to collect or if he is not there to clear the house of possible wards/monsters. The major mentions a young lad tried to get to the house awhile ago but was chased off by animated topiaries. After talking with the young man named Kinus, the heroes leave to prep for their journey to Olaf’s house.

Being mindful of deckapusses, leaprays, etc, the four adventurers head off to Olaf’s manor. At the golden gates to the property, the party finds them locked but Arthos is able to use a chant to open them. The toparies are noticeable immediately and they reshape themselves to keep the party in their site. A fountain is in the center of the topiaries and stables are off to the left of the manor. Near the fountain are benches and a some statues as well. Adruxor finds four keys near the fountain with each member of the party taking one. Oddly enough the keys don’t work on the front door but Sparky is able to pick the lock.

Rich red carpets, chandileres, wood floors and other ornate decorations are immediately noticeable along with how clean everything looks. The group takes a set of double doors to the west finding a reception hall with statues, a grandfather clock, a stain glass picture with a wizard duel and another set of double doors at the other end of the room. The party heads to the other doors and notices one of the wizards in the painting shoot a fireball at them. Everyone ducks. The other wizard shoots an ice storm and the party dodges that while running to the other set of doors.

This room is bare except for an ornate, golden mirror with a pedestal nearby. The room is lit with no direct light source seen. Arthos tries to summon a dog but finds the room prevents summoning and transportation. Adruxor touches and moves it but nothing happens with either action. He next tries to move the mirror out of the room but it won’t go. Adruxor pushes the mirror to the south wall and a portal opens. A dressing room with red curtains is seen. When the mirror is placed on the west wall, a room with four chairs and a table set for tea is visible. The north wall and mirror show a dressing room with clothes, jewelry boxes etc.. The mirror and floor together show a stairway going up (think the end of “Labryth”). The ceiling and the mirror show a closet full of gold. The mirror is placed back in its original position and the party leaves the room.

They go back the way they came and find the kitchen. The kitchen has pots cooking in it. Rain looks in one and suddenly the oven opens up trying to suck him in. The oven declares: “FRESH MEAT!!!”. The stove says, “Light the fires!!” The party acts quickly to dispose of the deadly kitchen items saving Rain. The root cellar is discovered next. Sparky falls over after a shriek as if dead. When checked she’s stable but not moving. A two inch figure comes over and shrieks again causing Adruxor and Karma to fall like Sparky. Arthos thinks quickly and sings to the creature fascinating it. Arthos makes a deal with the creature that ultimately frees all his friends by giving it a pony to eat (via summoning). The creature introduces himself as Mr. Haster Masters. Arthos explains the deal to us: the creature gets an animal from us every so often.

The entire group goes back to the mirror room getting access to the dressing closet. A tin man steps out and shows Adruxor clothes while giving him lensed glasses that can sense hit points. Karma is dressed in bright orange robes and given a Amulet of Natural Armor +1. Sparky and Arthos are also grabbed and dressed as Olaf: Long, grey curly hair, bushy eye brows and fu’manchu mustache. Karma immediately spazzes out about her looks.

The mirror is moved to the west wall where a robotic woman gives us tea and cake at the table. Karma’s mustache falls off after eating. The floor portal is taken next. The group come into contact with a twelve foot marble statue of a man with a small penis flexing his muscles. Sparky laughs at the small penis (failing a will save) causing the statue to come to life and attack her. Over a number of rounds the statue is reduced to a pile of pebbles by the group.

A picture on the east wall named Manurva shows a woman pounding on the painting from the inside like its glass. Adruxor smashes it freeing her. Manurva turns into a frog with nasty teeth. Adruxor places her under his spell forcing her to break anther painting frame with sheep in it. Sheep immediately stream out cluttering the room killing Manurva. It’s now SHEEPAGEDDON!! The sheep eventually stop streaming and eventually.

A third painting is found with a man in chains like in “Hellraiser”. They leave that painting alone. They leave the room from a south door finding an empty room with wooden floors and walls containing a circle of dried blood and runes. The circle is fading. The room is DEFINITELY left alone. The next main room found is the master bedroom.where the party does battle with a bodak. Adruxor after some time kills it by opening a window and frying it with sunlight. As the party loots the room a dog with a collar of the name “Reggie” approaches them. He seems friendly. Sparky takes to him immediately. The party camps for the night with nothing happening.

The next day we to back to the tea room; it takes two attempts but Karma is finally able to look like her self again. At this point a plan is hatched. Adruxor will look like Olaf and they’ll return to Mayor Braum to say he’s alive and will pay what taxes are owed. The group will keep the house to themselves. FREE HOUSE BABY!!!!! The taxes are payed once they are mentioned 42 GP, 3 chickens and 5 cows. While the three members are paying the major, Adruxor looking like Olaf, sees two translucent beings come out of a shed and reset all the traps. They turn out to be the cleaning crew. The other three party members return and Adruxor explains about the traps resetting. They all agree that they can still keep the house as long as one of them looks like Olaf.

Now There's Four of Them!!
Hagen's Tomb and a bunch of undead

Arthos Gillwick had been clutching drift wood for four days and nights before he sank to the ocean and woke up on the beach. He is noticed by the children and a girl, Jenny, comes over to see him. After a short conversation, she offers to take him to see “Silky”. Arthos agrees to go along and Jenny takes him to a tavern. Once inside, she brings him to one man and two women. Raine gives her a copper before she leaves. The three adventurers remember the man from the ship we were on but none of them interacted with him.

Everyone makes introductions. Arthos is 5’10" and 165 pounds. He has aqua colored eyes, mid-20’s for age and has long silky blonde hair. Rain detects magic coming from Arthos. After sharing breakfast, Arthos is asked to join us in our in our adventure. He agrees to come with the party. Karma notices Clarissa – nose in book – come into the cafe and goes over to her. She asks what Clarissa is reading. She responds she is reading a book on alchemy. Arthos takes an interest in her subject and her. She explains she is trying to make a “potion of underwater breathing”. Clarissa explains she will have her shop open shortly and everyone can come over to continue this conversation once she finishes breakfast.

Rane and company go over to her shop withing minutes of it opening. The party asks about potions which can affect the undead and Arthos asks about acids. Clarissa explains she can get information to share by tomorrow morning. Everyone agrees to come back tomorrow. The blacksmith is visited next so Arthos can upgrade his weapons for the upcoming adventure. The party then goes to the doctors to get directions to the ruins and to introduce their new party member to him in case he gets hurt. The party is instructed to take the southwest road for two miles and to take a left at the fork in the road. They all take the path out there to scope things out. Upon getting to the fork, the party sees three cages each with a body in it. The first two are dead and decayed but the third has a bony teen boy in it. A guard with a symbol of the Krakken his garb stands at the ready with a keep behind him.

Karma approaches the guard asking what the teen has done but the guard is unable to explain why he’s in the cage. The guard does ask if everyone present is an adventurer because then the captain might have a job to be done. The party goes to the keep to see the captain who goes by Captain Pike. The captain goes on to explain the ruins are closed to the public but the party can be given a key to them if they do a job for him. He goes on to explain there are a group of bandits, of which the teen in the cage is one, who have been plaguing the area. He needs the bandits’ items returned. In exchange for finding the treasure, the captain will give the party a key to get into the ruins. The party agrees and are given a paper to give to the guard.

At first the prisoner is not very receptive to helping but a deal is struck with the help of Arthos. During their private exchange the teen reveals he knows of an empty manor that they can check out as well.The prisoner will be set free to take the party to where the treasure is being stored. Arthos leads the way with the prisoner. After a bit of time the teen, suddenly jumps into some nearby bushes. A nasty looking creature called a deckapus descends onto the party. Karma moves to go after the teen and is grabbed by the deckapus. Arthos shoots the monster freeing his party member who goes off into the forest after the teen. Karma gets the sense the teen led the party into the creature and is pissed about it. Arthos and Rain kill the monster while Sparky joins Karma in tracking down the teen.

Eventually the party finds a tree trunk with a tunnel leading underground. With Sparky and Karma leading the way they follow the tunnel to the thieves’ camp. A munching sound can be heard from a nearby pit. When everyone looks in they find the teen being munched by a mass of dead bodies all connected. Rain recognizes the monster as a necrocraft creature. He quickly uses a spell to gain control of the monster so he won’t eat anymore of the boy. Karma rushes down to get the teen out of the pit. Once done Sparky and Arthos kill the undead monster.

Karma treats the teens wound and manacles his legs. He comes to. The teen makes an agreement with the party after much deliberation where we get the loot and the location of the manor and the teen can go free. The plan involves taking the head of one of the dead which has decayed some along with using the teens eaten off arm as proof to Captain Pike that the teen has perished. The party takes most of the treasure they find in the pit leaving ten gold pieces in the trunk. Sparky and Arthos give the teen one gold piece and Karma gives him two while Rain gives him nothing. The teen who finally give his name of Benjamin, takes the party to the manor. Ben leaves while the party observes the manor for awhile. The house is huge with well kept grounds, stables and a pool with water in it. No activity is seen in the house but the party decides not to go into it based on how well kept it looks.

They head back to the keep to return the trunk and the body parts to the captain. On the way back Arthos spots forest drake (two legged dragon) tracks figuring they are showing the creatures coming and going between their lair and their hunting ground. The party continues and soon hears footsteps; they hide seeing one of those creature pass. The party then notices leafrays swarm down as the forest drake passes. They attack Karma draining her dexterity. It takes some time but the party kills all of them. The party continues to the keep. Upon arriving they give an account of what happened saying the teen was kill producing the body parts and leaving the trunk. The captain gives Rain the key and everyone is told that if the party’s endevour to clear the ruins is successful the party will be rewarded.

The party goes back to town to rest for the night. The next morning the doctor is seen so Karma can get her wounds healed. Clarissa’s is gone to next and she has primers for Arthos and a “hide from undead” potion.

The adventurers travel to the manor again to check it out one more time but come to the same conclusion that some one or thing is keeping the place up. Deciding their time is better used to clear the ruins they head there. A large black building, the Great Temple, in surrounded by a pool and dead grass. A chain with locks secures the gate of which the key easily opens. The grounds have many masoleums which appear to be opened from the inside out. The main masoleum is three stories tall with five steps leading up to a double door left askew. As the party passes the pool a ripple is noticed so Rain zaps it with electricity. A large torrent of water rises and douses the party. A mummified figure stands in front of the adventurers. Karma immediately shoots arrows at it but they are batted away by the wavy wrappings. The wrappings grab Arthos dragging him to the creature. The monster kisses him pumping brackish water into his mouth. He is thrown back and a water barrier erected. During the battle with the mummy it also kisses Sparky as well before being killed.

The party enters the tomb and eventually make things normal again but not before finding Diccon the pawn shop owner dead at the foot of the stairs. They also do battle with nasty spiders that burrow into bodies to control them and walking hands. The spiders almost get Arthos and Rain. The diamond fist is returned to where it goes leaving the masoleum cleansed and bringing the grounds back to normal. The party returns to Captain Pike to let him know of their success in placating the curse on the grounds. Every party member is given a reward: a leaflet of papers allowing each member to get something at four shops. The four shops are: the pawn shop, Clarrissa’s potion shop, the blacksmiths’s and the seamstresss’.

Well Dorothy This Is No Three Hour Tour

Adruxor Raine, Sparky and Karma VanDamme have awakened to a new day aboard the Storm Dolphin. They have been on this boat for three weeks – half way to their destination; they are going to the colony Benkirk from the city of Bolermo, Jordan. Captain Smudge runs the ship. Not much is known about him as these three don’t sail in the same league as the captain. Heck our heroes still sleep on the deck. The captain announces that a storm is coming to everyone and just off on the horizon dark clouds can be seen. This scene along with the mysterious death of a crewman (which was not advertised much) casts a dark cloud over the ship.

Sparky uses her charming personality to acquire better accommodations by talking to a bunch of betties knitting. One of them agrees to let Sparky and her two companions to sleep outside her door in the hallway tonight. That night the three adventurers wake up to find water drenching them. Water is coming through the opening down the hall. Karma runs down the hall to shut the door only to find it missing from its hinges. Upon peeking her head out, Karma notices the forcastle is damage; each wave hitting the boat is sinking the ship lower. No lifeboats are seen and no sign of the captain is to be had anywhere.

Sparky starts to wake up the passengers and corral them to safety. Raine and Karma head to the captain’s quarters only to find it and the safe within empty. Suddenly a powerful wave crashes through the windows; realizing the stern is now sinking Sparky and Karma head down the hall figuring Raine is behind them. All of a sudden a large crack is heard as the ship starts to tear apart and everyone blacks out.

Raine, Sparky and Karma wake up washed up on a beach tired and wet but safe. A few boards and debris from the ship lie near them. The moon can be seen in the night sky though it appears a little to close to land. City lights can be seen in the distance with some smaller lights coming towards the beach. Hiding the three adventurers notice two men who are dressed as constables roam around the beach area for a bit and then head back to the city. Raine steps out as they are leaving hailing them for help. Eventually the others come out as well and the authorities take the three of them into town to the nearest tavern to stay the night.

During the morning the next day, all three have breakfast downstairs seeing farmers and other members of the population expectantly looking at the grandfather clock as the big hand approaches the 6AM mark. One person appears to go crazy shouting “Five!!” while running out the door. The moon goes down suddenly and the sun now shine in its exact location. The sky appears green. The three adventurers go back to the beach to look for debris and supplies finding only children collecting wood from the destroyed ship. The kids explain about Hardian’s Wall and how it keeps water out pointing above them. A whale can be seen swimming above some type of transparent substance in the sky. At this point all three realize they are in a dome under water.

A bell suddenly rings and the kids exclaim it’s the school bell. A boy named Brian drags Raine with him for show and tell saying he’s a “silky”. Karma and Sparky follow. After the school day ends Raine, Karma and Sparky are filled in by the teacher about the history of this place. The three of them discover they are in the city of Brittlewick. She explains about a spellcaster named Gunderson who created this world. His body is entombed within the Wizard’s Tower. He died when his was 940 plus years old about 1500 years ago. All this time his spells maintaining this world still work. The teacher explains a vortex supports the city with fresh water being pumped in from the ocean(?) and water and waste pumped out another river. His spell causes the sun and moon to change places at 6AM and 8PM every day.

The three newcomers leave the teacher and soon find themselves interacting with a singing blacksmith. He sharpens Karma’s cestuse and Raine’s dagger. The smith gives Raine a note to give to the pawn shop owner down the way. The adventures go to see the pawn shop owner, whose name is Diccon, and he gives the three of them a job: sneak into Decklan’s Family Vault and bring him any treasure they find. They accept the offer.

Decklan’s complex has mercenaries guarding it. After watching them for a time a pattern is discovered in their movement and exploited resulting in one guard killed initially and the other two unaware of it. A trap door is discovered where the one guard is killed when said guard pisses himself at death. All three descend down the trap door with Karma dextriously pulling the rug over it. They come across a mosaic with discs in front of it. Figuring it for a “key” of sorts the discs are places in there matching mosaics. A hallway to a spiral staircase opens. Two sets of subrooms are on either side of the wide walkway with a portcullis blocking any further advancement. Portable ladders are found and used by Spark and Karma to descend into the subroom with armor in it. It’s there a suit of armor holding a lever is seen. Raine is left on top to watch for the guards. Upon stepping onto the floor of the room two lemurs in armor appear attacking. Raine blasts them Emperor Palpatine Force lightning style. One is quivering in shock but the other jumps up to the top. The lemur soon kicks his ass knocking him out. Karma ascends the ladder kicking the monkeys ass into another subroom causing the little bastard to fall on sharp weapontry and die. Sparky throws the lever in the armor room. Raine is healed.

Each subroom has its own challenge that are conquered by the heroes via working together: an iron snake, a statue that spews killer smoke and an annoying imp. With each lever thrown the portcullis is finally opened. A staircase going down to another hallway is discovered. Seeing slits in the walls and figuring traps are down there Karma gets the dead monkey body and throws it down there. Three blades slice up the monkey before it hits the ground. The party goes to just in front of the trap. Sparky and Karma put their ropes together and attach a grappling hook. Sparky tosses it down the hall to where the lever is located yanking it down shutting off the trap.

After another trap is dealt with, an uncut diamond in the shape of a fist is soon found. Figuring this is what Diccon wants they take it but the party soon have to deal with a number of burning skeletons. Once they are dealt with all three backtrack to the trap door. Knowing they have to deal with the remaining two mercenaries, a trap is set where Karma finally gets to do her VanDamme ceiling spit move above the door the guards will return through with Sparky standing behind it. Raine stands at the end of the hallway. The guards are killed and positioned with the first body making it look like they are having a tryst and 69 in the bedroll.

The group returns the diamond fist to Diccon for 5 gold pieces each. They leave heading to the doctor’s to get their wounds healed. He mentions his daughter runs a potion shop and of Hagens’ Box that rids the curse on the diamond fist (given to Diccon). The temple that has it also house a bunch of undead. The part visits the Ancient Elixir Market where the doctor’s daughter, Clarissa Farobright, works. We talk a spell and Karma notices she does not have a bell above her door to let the intense reader know she has customers. Karma visits the smith next to have a bell and rod made and soon returns to see Clarissa showing and installing the bell above the door. Clarissa is very happy. She hugs Karma and gives her two potions of cure light wounds for her kindness.

The group splits up to run a few individual errands before setting off to find Hagen’s Box. Karma goes to the woodworker, Twofold, making a deal with him to purchase a short bow for 2GP: Gather undead and animal bones for him to use.

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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.

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