The Wake of Fate

Inspecting the Quarry
Session 2

The party proceeds to Darkshelf and finds the quarry rumored to be a source of trouble. They decide to enter straightway but the door is barred and the guards will not let them pass. A flash of illusion magic and a concerted insistence that they need to be let in to inspect (so that the guards can get their ‘reward’) are enough to fool some of the guards. The party enters and proceeds to inspect, until a she-elf encounters them and directs the guards to attack. At this point, just about the whole place seems to go up in arms and a long fight occurs. Somehow the party manages to avoid death and deal it out to over a dozen guards and Bazili Erak, the flame-haired ‘dwarf’ who joins the fray after a few rounds. The party hasn’t finished inspecting the quarry, but they have gotten rid of several personnel.

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Nature Calls

The tale begins with a meeting held at the business offices of Silnar Enterprises in Greyhawk. Six adventurers have been called together by Ithimur, a gnome who operates out of this office.

Beren an aasimar cleric concerned with healing and group camaraderie
Malorus an elf mage eager for power
Erin a delightful and distracting half-elf bard
Siegreth a human barbarian, strong and thirsty
Wolvain a human ranger skilled in investigation
Krudok a half-orc warrior hungry for battle

The Silnar Enterprises would like the party to journey to Darkshelf to confront an issue brewing around the quarry there. Silnar receives limestone from the quarry, but the town elder has been looking for help and the company would like to assist in safeguarding the village and the supply of stone. The adventurers are offered 100 gp each, up front, if they are willing to look into this. The company also supplied several horses and two coaches for transport.

The adventurers agree to deal with the threat, and the next day they begin their journey east, to the coast of the Sea of Gearnat, in Nyrond. The first day passes uneventfully, but by the middle of the next day a massive storm forms, impeding their travel. After a few minutes of thought, the group presses on but a wheel breaks on one coach, delaying their team. After fixing it, they press on to reach the small town Toruk. Instead they run across a stream that has flooded and cannot be crossed. The party is left to wait a day for the waters to subside while wondering what will happen next.

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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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