Scions of Sagana

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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Night 1 - Rude Awakenings

The adventurers awaken to find themselves in a dungeon, captured by goblins. The last thing they remember prior to this unfortunate incident is drinking at a tavern.

They escape their cages, kill the guards and recover their equipment. In their flight from the remaining goblins in this underground stronghold, they find themselves in a more natural cave system, where they encounter a black dragon whelp. They are pursued, and eventually vanquish the acid-breathing beast.

However, the goblin threat remains, as do several questions.

  1. Where are they?
  2. Why were they captured?
  3. Who are these goblins and what do they want?
  4. And how will they escape these caves?

Stand by for night 2, Shades and Shadows.

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Night 2 - Shades and Shadows
Kobolds! Kobolds everywhere!

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The party makes their way deeper into the cave system, where they encounter a number of kobolds who have overcome and are in the process of torturing a gnome.

They fight off the kobolds, and rescue the gnome, who introduces himself as Gareth Glittergear (may not have been the name I used that night, someone help me out with that).

They encounter an apparent friend of Glittergear’s – a tall, dark-skinned, bald human who introduces himself as Mason dan Aillel. Interestingly enough, you find him in the middle of a pile of very dead kobolds, cleaning his two curved sabers. Mason wears only light leather armor, and while he’s surrounded by carved kobold bodies, there’s not a drop of blood on him.

He directs you down the mountain to a nearby farm, and then takes Glittergear with him back into the mountain to deal with reports of a band of goblins who may be slavers, or may have still more nefarious purposes. Prior to doing so, he inspects each member of the team, apparently looking for something, but for what, who can say?

The team ended the night by taking refuge at Faldor’s farm, making arrangements with a tanner there to make a short cloak of the black dragon whelp’s hide. Which he said would take him a few weeks of game time. Faldor agreed to speak with his tanner, and that a full cloak would be forthcoming.

Meanwhile, there’s a strange sense of unease and wariness around Faldor’s farm. The kindly-looking farmer seems worried, and a number of the farmhands have worries of their own…

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Night 3 - Love, Death, Revival, Were-rats

The group went on a quest to find Alastair’s missing fiancée.

…They found and defeated some giant spiders. (There was a request to the DM not to use giant spiders in future adventures.

… And they found the fiancée

… And they killed her. Sort of.

… And they administered first aid.

She’d been turned into a were-rat by Rundorig, the young man she’d run off with. When she found out what had happened, she threw him out. He was last seen heading toward Tien. Through giant-spider infested woods.

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Night 4 - The Lumbering Dead
Great Balls of Heated Metal!

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Upon leaving the laid of the Were-Rat Fiancée, our heroes turned north, seeking the Hammer of one Binwin Bronzebottom, dwarf smith at Faldor’s farm.
On the way, they encountered something you don’t see every day – an ogre. And not just any ogre. A zombie ogre. A well-armed zombie ogre, obviously the product of some local mad wizard, which the party may want to consider tracking down at some point.
A pitched battle ensued, in which at one point the zombie ogre’s morning star was enchanted with heat metal… which didn’t affect the ogre very much, because it was a wood handle. Upon later reflection, potentially a petrified wood handle. But now the party was facing a zombie ogre with a flaming metal morningstar.
Which they eventually defeated.
They found themselves at the abandoned dwarf mines, to find it not so abandoned. Posing as slavers, Gorgonzola led the party into the mines, where they encoutered a Duergar (Dingle the Duergar), his pet basilisk – Barbara, passed a bunch of goblins, some orcs, and while the orcs were taking the party back to the slave pens, the team killed one orc and charmed the other. We left off with the party and their charmed orc friend in the tunnels of an abandoned dwarf mine. Behind them, a Duergar intent on finding… something.

And, oh yes. The Duergar is keeping Binwin’s prize hammer in his personal tool belt.

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Night 6 - Ringed
Somebody rocked out, and someone got rocked.

So, tonight, a number of the party was transported into a pocket dimension that contained a wizard’s laboratory. SEVERAL guardians were fought and vanquished including:
2 zombies (one normal, one Ogre.) – 750 XP
8 Giant rats – 500 XP
1 Black Pudding – 1100 XP
Muk.jpg

1 Basilisk – 700 XP

All told, the party got 3,050 XP, and each participant gets 763 XP for tonight.

ADDITIONALLY, you guys found a chest full of coins – 950 GP each, 3 jade gems each (each jade gem is worth 100 GP, and you each got three gems).

Seraphina was turned to stone, and was saved thanks to a miraculous stone that when touched to her returned her to life. (magic stone is now in Claire’s possession).

Lia found a magic ring that has some bad vibes coming off it.

You may consider spending some of your new-found gold on better armor. Now that you’re in Tien, you’ll have access to armorers and weaponers, though you probably won’t find anything better than the magic weapons you acquired at the Forge of the Oathbound. At least, not here, and not yet.

Next time: Expect Alejandro to put you guys through “training”. By which I mean he has jobs for you.

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Night 7 - Shopping

Basically, it was a chance for people to spend some of their well-won loot. We also talked our way out of being taken to the local pokey by a bunch of guys wearing a specific symbol.

Seraphina got a brooch of protection (1 AC and to all saving throws). And she spent time in a ball pit. Except the balls were kittens. She spent a lot of time screaming.
Lia got the curse taken from her ring (ring of telekinesis) and a cloak of Elvenkind. Also, a Bg of Tricks (Tan)
Zeraphina got Studded Leather Armor, and a Bag of Tricks. (Rust)
Gorgonzola got hold of a book that purports to tell the story of the Oathbound. (look for that in a wiki article?)
Murder got to bench press children. They hit things for her. And she bought a +1 breastplate. (AC 15
Dex Bonus up to 2)

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Night 8 - Traps and Bindings

Short version: You guys found the guy Alejandro sent you to locate. And the roc’s egg.
At the end of it, the Roc is now coming up a tunnel after its egg.

DM MATH FAIL – I had said that everyone should get 550 XP. That was wrong. Please give yourselves 700 XP, and Murder gets 350 for boat-watching with extreme prejudice.

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Nights 9 & 10 - Orcs A-Go-Go
The Most Metal Night Yet

Night 9 – you guys made it to the Elf lands, and discovered a Lich. Then the Lich for reasons unknown declined to murderate you all, and left, laughing.

Night 10 – The Elimination of the Main Orc Camp was largely accomplished by a) killing one of the Orc Warchiefs, then b) setting a character on fire (Murder), and walking her through the camp, setting tents and orcs on fire. A number of magical items were found, including a Gem of Brightness, a Doss Lute, Gauntlets of Ogre Power, Boots of Striding and Springing, and a Scimitar of Vengeance (CURSED!).

Next time, there’s a tower full of about 40 orcs that needs to be cleaned out, and one WarChief keeping them in place.

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Into the tunnels!
Gnomes, Cubes, and Regret

The team met a gnome cleric, who guided them through tunnels under the Elf Watchtower (currently occupied by a hostile Orc army).

Several undead were fought and defeated. (Eventually, the team needs to find out where these zombies are coming from.)

Also, a gelatinous cube holding a magic dagger was defeated.

The team wound up in a chamber directly beneath the tower, a hole in the ceiling leads up to what is probably a basement.

500 XP for everyone.

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