The Valley

Starting outside Secomber
Our first session

For various reasons, the adventurers have been drawn to Secomber, the last bastion of civilization before heading east into the headwaters of the Delibmbyr River in the Greypeak Mountains. 

Most have been hired by Khyrael Redshield, a no-nonsense captain of the eponymous mercenary company, to guard a caravan of goods, crop farmers, ranchers and livestock from Secomber to Greyholme, the new settlement that is being established at the confluence of the Delimbyr and Logarann Rivers by House Cragsmere of Waterdeep. 

Stent Tallman (see below).

Dougoon was sought out by Khyrael after several mercenaries that she had already hired showed up to beaten up to be able to perform their duties. Tracing the story back, she discovered that a tavern bouncer of some notoriety was responsible and soon she had hired him.

Arthur Hornbow and his sister Aria have lived together in the nearby High Forest for some time now. An opportunity to resume their adventuring lives has brought them to Secomber along with their own personal reasons.

Trewin Copplestone hasn't revealed much about his motivations for joining the group, but his keen mind is clearly evident and active.

Once gathered, Stent was quickly put in charge of the guards due to his previous military experience. Khyrael told them that she needed to attend to other business in Greyholme and that she would meet the caravan in a tenday. They are briefly introduced to Jasper, caravan master, and perform a quick inspection of the carvan. 

"Captain" Tallman and Trewin take the lead and most things seem above the board, but Trewin notices a young halfling boy being secretive and hiding something underneath a wagon. Trewin investigates and discovers a boy's typical treasures and a worn, but serviceable dagger. Trewin is greeted by the boy's younger sister, Rose Stedman who inquires about his activities. Trewin discovers that the boy's name is Gorse and that they are meant to be minded by their older sister Lilly, but she may be off talking to boys. The family is off to take over a crop farm somewhere near Greyholme.

After two days of travel, with watches and patrols established, the adventurers discover that there is a group of goblin raiders approaching the camp. Negotiations quickly devolve and the goblins attack, but the party is able to drive them off, with only Artur being seriously wounded.

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Wondering how to get started? Here are a few tips: h4. 1. Invite your players Invite them with either their email address or their Obsidian Portal username. h4. 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. h4. 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. h4. 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. h4. 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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