Pax Night Below

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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Session 1
Rumors and Portents

17th Bloom (Late Spring), 1301 WR

In the small port city of Rordensport, the sky is overcast. The harbor traffic has been light over the winter and is just now starting to pick up with the approach of summer. A recent ship from Mer Calival has brought the first real trade goods of the year, and a merchant with ties to the local Guild of Arcanists is seeking couriers who can deliver several parcels to a guild member living in Haranshire, some 100 miles to the northeast of the city, well off the beaten path through territory that has seen few caravans or patrols since last autumn. The pay seems promising, and the merchant is well respected for ensuring that his couriers are well taken care of. For one reason or another, each of you has found yourselves in need of some quick coin, and on the way to the Guildhall to meet your employer.

After being attacked by bandits on the road, the party learn of numerous disappearances of a broad range of magic using folk, including Jelenneth, a local wizard’s apprentice, throughout Haranshire. After delivering their cargo to the mage Tauster, the party visited the local noble, Count Parlfray, and met a local ranger and druid, Kuiper and Oleanne who are also investigating the disappearances. After dispatching a group of orcs with a distinctive broken skull shield, the party made their way to the Carman mines. Hearing stories of men in black moving about Haranshire, and finding evidence of orcish infighting in the nearby Great Rock Dale, the party has returned to Milborne to consult a retired prospector, Old Grizzler.

1st Highsun 1301 WR

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Session 2
Mired in Mystery

1st Highsun 1301 WR

Consulting with a retired miner named Old Grizzler and the wealthiest man in Milborne, Darius Carman, the party ventured south to Harlaton and the New Mire, following the trail of a missing diviner and a retired mine foreman. Finding both dead, the party met and interrogated a group of blue painted goblins attempting to steal food from the dead man’s barn. The goblins led them to their shaman, who proved to have a malfunctioning ring of control water and a story about a fishy man in black who had tried to coerce his tribe into capturing “robe-wearers”. The goblin further said that the bandits could be found in Old Spire Keep, an ancient home of the Parlfray family, now considered cursed. After returning and speaking with the Ranger Shirazz, they learned of a rogue water elemental in the Eelhold and the location of the Keep. Shirazz departed to speak with the goblins himself, while the party return to Milborne to form a plan. However, after arriving, they learned that Father Semheis of the local church had just been abducted – and now they’re racing into the night on a daring rescue toward the abandoned Garlstone Mine.

Evening of 2nd Highsun, 1301 WR

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Session 3
Evil Below the Mines

Chasing the kidnappers to the Garlstone Mine, the party encountered Aryk Calder, an escaped captive with arcane and cunning abilities. Inside the mines, they were deceived by Caswell, a halfling rogue, being led into an ambush. Defeating the bandits in a ferocious battle, the party explored the mines further – finding evidence of old activity, divine inspiration, and deadly creatures such a giant albino eel. Finally making their way to the very deepest section of the mine, the party faced off against the sinister evil lurking beneath the mines – Shilek, Priestess of Orcus and her minions. Although bad injured, the party prevailed – and came into possession of the bandit’s loot and rescuing the kidnapped priest Semheis. Unfortunately, all they could find of the other kidnapped victims was bodies and Jelenneth’s ring and cloak. Evil still lurks in Haranshire…

2nd Highsun (Night)

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Session 4
Mystery of the Eelhold

Fresh from their liberation of the Garlstone Mine, the party rested at Milborne, where numerous merchants were seeking escorts for their barges to Thurmaster, and heard rumor of terrifying giants attacking farms along the Shrieken Mire. Resolved to end the problem of flooding at the Eelhold and New Mire, the party headed north, where they traded for the Goblin Shaman’s ring of water control. The ring proved a mystery, with strange magic shrouding an unknown source of power and a feeling of dire evil.

4th Highsun

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Session 5
Peril on the RIver

After returning to Milborne, the party hired on as escorts for a group of merchant bargemen. As they passed near the Thornwood, the party was attacked by the black-garbed bandits, led by a Priest of Orcus with an eyepatch. After dispatching the bandits, the party attempted to retrieve the corpse of the bandit leader, but found only a scorched patch of earth and a sulfurous odor marking where he fell. Continuing to Thurmaster and consulted with Tauster, the party learned that Aryk’s ring was having a sinister influence on the young magus, and traded the ring away to Tauster for safekeeping. Finally, seeking the location of the bandit lair, the party, although rebuffed by Count Sandior Parlfray, his son and heir Linnter has struck a deal in return for revealing the location of Spire Keep…

7th Highsun 1301 WR

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Session 6
Dark Legacy

7th Highsun 1301 WR

Investigating the ruins of a shrine erected to commemorate the battle between Lothar Parlfray and an evil necromancer, the party encountered a small chamber dedicated to Orcus infested with undead guardians. Although they were able to dispatch the guardians swiftly, Azshannya was badly wounded, and, investigating the shrine, fell prey to a sinister curse. The party then retreated to Milborne, where Azshannya was sent to seek healing and a new member, Shilania joined the party. Taking a week to prepare for their assault on Broken Spire Keep, the party has now made their way through the eerily silent Thornwood to the gates of the fallen castle, and a showdown with the Cult of Orcus conducting the kidnappings in Haranshire…

16th Highsun 1301 WR

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Session 7
Broken Spire Keep

16th Highsun 1301 WR

Faced with the daunting prospect of a direct assault on the bandit stronghold of Broken Spire Keep, the party spent some time scouting and devising a plan. After slipping unnoticed over the wall and into an old lumber storeroom, the party located a trapdoor leading into the catacombs under the Keep itself. Creeping slowly along, being sure to not alert any guards, the party found a desecrated shrine, now dedicated to Orcus. Defeating the zombie guards and moving swiftly, the party engaged in a brutal battle with Ranchefus, Priest of Orcus, his undead minions, and an emissary of the Bloodskull Orcs to whom he had allied himself. After defeating the forces of evil and driving away the remaining bandits, the party briefly interrogated Heydrus, a young thief. Heydrus informed the party that captives went into and orders came from a secret tunnel located in Ranchefus’ lair. A secret tunnel leading into the dreaded Underdark…

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Session 8
Queen of the Mire

Continuing to explore Broken Spire Keep, the party encountered an imprisoned bard named Earvym. After freeing him, and suitably impressed by his status as an accredited bard from the Queen of Hnugugugug and the Baron of Kofkofmmnmnm, they accepted him into their group. After returning to Milborne and handing over their prisoner, they spent some time fashioning supplies and then travelled to Thurmaster to enlist Tauster’s aid in a scrying. Scrying for the lost apprentice Jelenneth, Kethtril was able to realize she was being taken into the Underdark by an illithid. Rather than face such a fearsome foe, the party journeyed into the Shrieken Mire to hunt fomorian giants, but found instead a group of lizardfolk worshipping a green dragon named Inzeldrin. In return for stories and songs, Inzeldrin aided the party in defeating the giants, and then gave the party a piece of information. Neither the orcs, nor the illithids are the true threat…

22nd Highsun 1301 WR

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Session 9
The Orcs Below the World

22nd Highsun, 1301 WR.

Returning from the Shrieken Mire, the party spent some time preparing themselves for their journey after the orcs raiding and kidnapping throughout Haranshire. Finding themselves in possession of a dwarven tunnel map, the party made their way into the Upper Underdark, following the path of the orc raiders and a mysterious stranger pursuing them. Arriving at the orc cavern and unsealing a great set of doors with keys looted from the Cultists of Orcus, the party made their way cautiously inside. A mighty battle raged throughout the caverns, but at last the party stands at the brink of finding the orc chieftain responsible for shipping slaves into the Underdark…

27th Highsun, 1301 WR.

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