Aurea Aurora

Finding Leora
The boars cross the river at midnight, so I shot a Kobold through the taint.

The gang reaches Sky’s Landing, and while Allisto watches the horses, the rest of them decide to go explore the town, ask questions regarding the missing girl.

They meet with Barrett, the father of the missing girl, Leora. He tells them about Leora’s regular travels in the deep woods to get the mushrooms. There hadn’t been anything too odd until she disappeared. And after that there were whispers of strange beings in the woods, making noises and slinking around in the dark. He directs them over to David, a hunter who ran a survivalist stall just across the town square.

David is pulled into question, and seems to be quite helpful and eager even to give them a hand. He speaks of odd lizard-like creatures that roamed the woods, just skirting the deepest parts, close to where Leora collects mushrooms. He sells them a map (albeit suspiciously fresh, as noted by a few of the party members) and tells them to meet up with his group of friends that are out there hunting. He tells them to tell his friends “The boars cross the river at midnight” to let them know they’re friends.

This all seems rather suspicious, but it’s the most information they’d gotten in awhile. Taegyn is unsatisfied however, and decides to befriend and question the kids in town. The kids were also frequents to the forests. They collected lots of lizards there – all named Robert – and told Taegyn of the larger lizards they saw in the forests, along with the scary whispers and even scarier screams they heard coming from deeper in the forests.

Armed with knowledge, some food, a new bow, and book one of The Lusty Maid series, the group – sans Allisto, who volunteers to stay with the horses – travel into the forest. They eventually meet with David’s group, and unfortunately, it was all a trap. As soon as the ‘secret phrase’ was spoken, they were attacked. In the end the group was victorious, and gained a bit more knowledge of what was going on. They found claw marks and a blood trail that lead into an area of the forest, outlining the mouth of a cave.

All along the entrance were fresh blood splatter. And upon touching it, all members of the party had a vision of glowing lights and white pillars. The vision meant more to some than others. Sherri recognized the temple the pillars belonged to, Balthor heard voices of children, and Gorpendorf saw much more. Taegyn recognized nothing other than the uncomfortable feeling that washed over him.

More blood was spilled, as enemy cultists and kobolds attacked in the cave. It was a close call, but they endured, and not only were they able to rescue Leora, they discovered the beginning of something much more nefarious. Their enemies, with their dying breath, vowed the return of the artist formally known as The Black Prince.

There were two chests in the cave, rewarding them with gold, and more importantly a list of names. They were all names of children that had gone missing over the recent months, including Leora’s name and the children in the forest.

Immediately the group returns to Sky’s Landing, but at the mouth of the cave they are stopped by Aveline , an Investigator working with The Golden Dawn and her troupe. Taegyn is suspicious of them, and tries to convince the group to leave to get Leora home, but Balthor decides to tell Aveline nearly the whole story, and almost gives up the list they found, but decides to just let her have a copy. Eventually they return to the town and return Leora to her father. Barret is forever grateful and gives the group his own reward of gold to the group as well as several meat pies as well as letting them stay the night in his home to rest.

Taegyn immediately warns the farmer and his children of their discovery in the woods and warns them to stay away from the forest for awhile. He then searches for David, but his stall is empty and he’s no where to be find. After asking around, they discover that David is probably on his way back to Aurynn. Taegyn searches his stall for some more clues and finds a flyer for a place called The Briarthorne Inn in Aurynn.

So the group begin their journey back to Aurynn to search for David, and maybe learn more about this Black Prince.

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The Adventure Begins
We're gonna beat the fuck out of Gus.

In the beginning…

A group of five find themselves in a tavern, just taking in the rest of the day. Things are calm until Darkhorse and his gang approach the bar. Inebriated, Darkhorse picks up a conversation with the Paladin Gorpendorf. It escalated from there and a full on brawl arises, dragging in Balthor the dwarf, Taegyn the elf, Allisto the wizard, and Sherri the cleric.

Five against three isn’t exactly a fair fight, but these aren’t exactly the most fair of people.

Naturally it catches the attention of the local guard, and Darkhorse and his buddies all have a considerable bounty on their head.

Money tends to bring people together, so the five find themselves at the Headquarters of The Golden Sun.

There they meet the oh-so-charming Felorina, who gives them their partial reward. They can get their full reward once they pick up the third bandit who had gotten away during the chaos of the brawl.

So the gang goes down to the slums for clues. There they meet Arhjan, Taegyn’s mentor and long time friend. Sheri, and her bloodhound nose describes their missing man. Arhjan points them in the direction of the stables, and to ask for a man named Gus.

Unfortunately for Gus, he has the most unpleasant interaction with the gang. After some in-fighting and arguments, – and crying and screaming from Louise and Sheila, Gus’ family – they finally settle on a happy medium. Gus is hustled out of a gold ingot (which currently resides in Gorpendorf’s codpiece where it is quite warm, and a little damp now), and offered a job at the tower. Luckily he is left in one piece, with half a sandwich waiting for him on his front door.

The gang, satisfied with their days work, decides to move on to the next mission. A little girl is missing from the town of Sky’s Landing, and it’s only a short journey over there. So they head off, only getting attacked by a couple of boars on the way.

But hey, who wants a smooth journey?

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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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