The Chalice of Thrommel

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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

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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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Created campaign

Created campaign website and added additional setting information.

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Invitations

Sent out player invitations

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New Content

Added NPCs

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Upgraded to ascendant

Upgraded obsidian portal to paid account

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A sample certificate

Here is a sample of the certificate system I am working on. It is sort of a mashup of 13th age and the old Greyhawk Cert system

Sample_Cert_1.jpg

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Session notes as transcribed by Davkul Darkeyes

At the start of the night, a member of the Knightly Conclave named Helissa invited us to the King’s Arm Tavern to discuss a job opportunity. We all readily agreed to meet her and when we arrived she told us about a task from Sharise Percevant Dragon herself.

The task is that an incredibly rare gem called a Deep P earl has gone missing as well as the man who was to appraise it. The three guards sent for safety measures were killed, one with poison and two with slit throats. Oben Gemsetter, who was to appraise the Pearl, was missing. The suspicion was that he gave into his greed and fled.

The pearl was to be a spell component to help protect Chendl should it ever fall under siege again and it’s recovery was of the utmost importance. After giving us a description of Oben, Helissa asked us to be discreet as the Noble’s Council would likely have their own investigators.

On the way to Oben’s shop, the smart and dashing Davkul Darkeyes made some discreet inquiries about unusual happenings and learned of a series of murders, where the victims were shoved into things such as pits or crates. The shop itself was guarded by a young nervous guard who was brave enough to hold his duty to Chendl above his own safety.

A quick investigation showed signs of struggle both inside and outside the shop, a thieves mark on the door, and no other missing wares. Talking to nearby shopkeepers we learned of a pair of half orcs skulking around in the alley, dressed in very low quality coarse robes died with charcoal. We learned that the robes they wore matched the fabric that was found on one of the guards who was killed. The robes also had a symbol of Beltar on them, a Flanaess deity of Pits, Caverns and Malice.

As we followed a lead to a nearby Tailor Shop that was closed down, we discovered a half-orc who cursed one of our party before attempting to flee. After dispatching the cowardly foe, a search showed instructions as a sort of map to get them to where they needed to be. Working with the Dark Elf, the heroic and selfless Davkul Darkeyes discovered the final location where the best chances of finding the Deep pearl were.

Meanwhile, Ornando, a cowardly member of the Noble’s Council started to investigate the shop and dragged three of the party for questioning and after his questioning proved futile resorted to base thievery.

After regrouping, we traveled to a warehouse where we hoped to find the pearl. After getting past traps to the main door, when it was opened a horde of goblins surged out, quickly swarming over the courageous and handsome Davkul Darkeyes. Fortunately, our keen eyed elven archer made quick work of the goblin horde leaving only two dark clad figures, one who rained fire on the group and the other using a longbow. After they were dispatched the warehouse was searched.

Two offices in the back of the warehouse held more foes, a gnome with some skill at sneaking and a half orc in the process of threatening Oben Gemsetter who was alive! We dispatched the half-orc but the gnome fled our superior might, vowing vengeance upon us. After the fight we learned that the deep pearl was in a fetish that had previously gone missing. Fortunately by unknown means, the fetish found it’s way into the possession of one Davkul Darkeyes and was returned to Helissa safely along with Oben Gemsetter, earning us the gratitude of the Knightly Conclave.

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Session two notes as transcribed by Davkul Darkeyes

Once again our noble group was approached by Helissa of the Knightly Conclave. She wanted us to travel to the Lortimere Mines which she believed might have more Deep Pearls, and secure the rights to more Deep Pearls should they be found, or at least the opportunity to purchase more should the miners discover any.

The mines are located in Veluna, a theocracy of Rao the God of Peace. We are told to be discrete, as relationships with Veluna and Furyondy are somewhat strained. Prince Thrommel, King Belvor’s son and heir was betrothed to a Velunese to help strengthen the ties between the nations, but went missing before the marriage could happen. Grumblings in Furyondy point to some in Veluna for maybe not wanting the match as much as their rulers did.

Someone in Veluna requested our aid in the mines. Helissa sent us out after making sure we had enough Luna (Velunese currency) to cover our travel expenses. She tells us to meet a caravan master by the name of Rawlish and also reminds us to be discrete and on our guards.

The trip to Veluna itself is rather boring with nothing of import occurring.

We arrive in a small town, ramshackle buildings and less than prosperous merchants greet us. A quick search of the town leads us to the High Roads Trading Company post. Inside we pose as miners until “Sharp Eye” Jaga decides to mention the name of a fairly well known member of the Knightly Conclave having sent us (Must look into itching powder for his sheets).

The proprietor hurries the other customers out of the building before laying into our party for our lack of discretion. After eventually calming him down, we discover he is our contact Rawlish. He seems distrustful of everyone, including the locals and Helissa (and us by association). He is clearly stressed over a missing caravan that should have delivered Ore from the mines almost a week ago.

As most of us talked with Rawlish about the mines and their import, Cazador decided to get a drink in the local tavern “Chug ’n Lug”. They had a rather dim view of his dark elf parentage and refused him service and after someone took a swing at him he retaliated, laying his foe out in one blow and making sure that his chances of being discrete were destroyed as well. (Need an idea for something worse than itching powder for this)

Cazador fled the bar as the rest of us were heading over. Eventually Neril and Cazador re-enter the bar while Jaga and I remain outside and Ansibelle goes to see a man about a horse (and comes back with a race horse named Beth). Neril manages to work his way into some games of chance as Cazador earns himself a follower by displaying his divine patronage. After confronting his opponent for cheating, Neril had his hand pinned to the table by a dagger as a ghoul attacked from upstairs.

Short work was made of the ghoul, however Ansibelle ran afoul of a horde of rotted zombies! Thankfully her race horse managed to outpace them. Unfortunately the citizens of this town were not so lucky. We quickly dispatch them and while the rest of the group enjoys the fame, I do my best to avoid any adoring fans. (Why Helissa trusts my compatriots to subtlety is beyond me).

The next morning Rawlish sends us off to the mines with a cart and driver. On our way Jaga notices a man following us but keeping his distance (I suppose this has spared him from the itching powder). Jaga and I decide to split up and herd the man between us until we succeed in detaining him. His name is Pratchett and he was a member of the caravan that was lost. He tells us how when it arrived at the mines, a horde of zombies swarmed over it killing almost all of them. He fled into the woods where he became lost. After giving him some meager supplies we sent him back to the town, and in gratitude he made a crude map of the mines for us.

As we arrive at the mines I scouted ahead guarded by Ansibelle and Jaga, before bringing the rest of the group and descending into the mines.

Almost immediately we were beset by a group of six ghouls. Neril smote four in the name of Pelor before they could so much as scream and the other two were quickly dispatched. Further in we came to a door for a staging area, with cots and the like which had been almost completely destroyed. Pausing to catch our breath, we soon continued into the bowls of these blood soaked mines.

Further on we came to a large crevasse, but thanks to some preparation by myself and Neril and some fine marksmanship by Jaga in hitting some boards across the way we soon managed to cross without falling into the deadly river below.

Deeper we went until we came to a crossroads where we were attacked by another ghoul and a much larger zombie than before, which incapacitated Cazador with a single mighty blow. Thankfully Neril was on hand to quickly get him back on his feet and a fight of atrition began before the bugbear zombie was killed, with the ghoul and another zombie horde soon following its destruction.

Eventually we found a much smaller tunnel that had been excavated, and as I was scouting it, I discovered it was also trapped! I managed to disarm the traps and save the supply of poison gas that it held. Experiments will be forthcoming.

On the other side of the small tunnel was a large chamber. It appeared to be some temple of ancient evil and dedicated to Nerull God of Death. We quickly dealt with a man in chainmail as well as more of his undead servants, however a woman escaped. After the fight, we noticed a strange altar in the middle of the room that we suspect and fear the Deep Pearl might have been taken from.

As we returned from the mines we encountered a woodsman named Darren Silverwood. I don’t trust him. Rawlish paid us a reward of 175 Luna each for allowing the mines to be reopened and for not stealing the raw ore we discovered.

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Session three notes as transcribed by Davkul Darkeyes

Helissa rewarded us for our hard work with tickets to a pleasure cruise. Excited for our relaxing time, we made our way with a caravan to Whillip. Neril received a letter from his relatives about a cousin or something. Nothing to worry about I’m sure.

Because of the rebuilding in the northern borders, many goods are being sent north and there is a food shortage. I notice that some of the other travelers in the caravan are nervous on our approach to Whillip. Talking it over with the others, Ansibelle remembered that these roads are ‘haunted’ and patrolled by Green Jerkin Ranger. Jaga elaborated that there was a keep ruled by an evil overlord, called “Bronzeblood Keep”.

Hours yet from the city we discover a facedown body in the road, which of course set the guards on edge. It was a female elf, still alive, although badly injured. She had some bruises from constriction and something odd oozing from one of her wounds. It appears her wounds were inflicted by some sort of plant. When her wounds were treated and she woke up she asked for Marok, who is apparently the distant cousin that Neril got a letter about. They were treasure seeking, looking for the supposedly abandoned Bronzeblood Keep when they were attacked by assassin vines.

We arrive at the Boar’s Head Inn and find our ship, “Spirit of Furyondy”. We learn that Marok, a man named Wilf, and this woman, named Lavayn were ambushed by the assassin vines (they do that), and Wilf was killed. She gives us a magical feather that can be used to send a single message, which Neril uses to contact his cousin.

Apparently we are going to go into the deadly woods to save this cousin. Neril doesn’t ask of course, he’d rather insult me. Clearly “One such as myself” couldn’t understand familial loyalty. That damn dwarf needs [The writing is smudged].

Anyways, of course they’re getting ready to leave and none of them are prepared for the Assassin Vines which we know are toxic. Against my better judgement I’m going to help them, but I swear if I miss my cruise, I’m going to make Neril’s life a living hell. I picked up some herbal remedies and poultices that will at least help our bodies fight off the poisons should it be required, and Ansibelle somehow ran afoul of a shipman.

We learned a little more about Bronzeblood, apparently there was an evil Baron, a magic user who was conducting illicit experiments. Even after he died Thrommel I declared it off limits.

A Green Jerkin Ranger named Hasedon discovers us attempting to go to the Haunt, and we manage to convince him that we are not treasure seekers, or brigands, but a group of friends on a quest to help one of our own save a family member (although that one of our own is an ass).

Further in we encounter an assassin vine but it is dispatched. We made camp while Jaga took Lavayn back to the GJR and good riddance. Whoever thought we should take a weak poisoned elf with us into dangerous territory with us is a mad-dwarf.

Once we are all reunited, we continue on, coming to a marsh with pits of quicksand. Thankfully Jaga at least is trained in wilderness survival and managed to get us through without incident. He also notices tracks that look like someone has trudged through the quick sand.

Further on the ruins come into view and after a mishap with a statue we find Neril’s cousin, being assaulted by Wights. Thankfully we manage to dispatch them and save his cousin. We returned triumphant to Whillip and Ansibelle and I took a well deserved cruise (the others sold their tickets). Watching her work on the ship, I don’t understand why she and I don’t get along better than we do. Something to work on I suppose.

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