DEATH TRAP

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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This is Bat Country!

Our heroes(?) Jamcat Wildthorne Hawkblade, Marceline, Zigg, Zarl Goldberg and Zyril Goldberg found themselves in the market town of Lennox. They met up with their contact, Vincenza “Vinny” Vicente, who gave them the skinny on a juicy bounty. Bring in a wanted wizard named Dejezerit, and clear a cool 2,000 silver reward. Of course, bringing him in dead would only net them 1,000 silver.

It was implied that Dejezerit had some ties to a fearful local figure known only as “The Angel of Need”. Creepy. Unimpressed, our adventurers took the gig. Vinny gave them her inside info that Dejezerit had “acquired” info about a nearby estate, and was probably trying to ransack it. They set out for that locale forthwith.

On arrival, they peeped three very rundown buildings, a big effin’ statue, and a crapload of dead bodies surrounding said statue. Investigating the smallest building first, they found a couple of oxen who appeared to have taken up recent residence. Zarl and Zyril promptly removed the dumb bulls from their lives of relatively well-fed comfort to hide them in the woods. In the process, they disturbed some friendly neighborhood feral dogs who were trolling for corpse-meat.

Meanwhile, the rest of the party checked out the next largest building, which turned out to be a place of worship. Atop the central altar was a wooden statue of a young woman wearing a toga, carrying a large hammer, and possessing a crown with an extension shaped very much like the teeth of a key. On the floor, they discovered the destroyed remnants of an urn, and the ashes it once contained. Marceline swiftly scooped up some of the ashes in a bag. I don’t know why, ask her yourself.

After an unnecessary, crowbar-assisted break-in, they searched the first floor and cellar of the main estate. The adventurers found a note reading, “The third one is false”, a locked safe that they never did a damn thing with and a secret room chock full of skeezy shackles, bloodstains and a bronze chest full of crusty murderblades. They inexplicably moved the bronze chest to the ground floor, and abandoned it there, for reasons.

Growing impatient, our erstwhile protagonists adjourned to the out-of-doors again. Zarl Goldberg climbed the statue in the courtyard, and spotted something shiny on the roof of the estate. Finally given a flimsy excuse to use his grappling hook, Jamcat Wildthorne Hawkblade climbed the hell out of the estate. The good news: he found a message inlaid in silver that read, “Follow the sun. Ignore the moon.” The bad news: he woke up the bat-leech things that lived in the attic of the estate. After a somewhat sad battle that involved the description, “so, you fail to stab the thing that’s attached to your neck”, our heroes had murderized the five bat-things that had attacked them, and Jamcat had set the entire attic ablaze. In the process, Marceline was drained of so much blood by one of the bats that she nearly lost consciousness.

What will these jokers do next time?

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Stuff Has So Happened

Holy crap-snacks!

Some serious biz has been perpetrated. The adventuring crew dabble-delved into the crypts beneath the Cadmus Estate again. Zarl Goldberg deduced that there were secret compartments in several rooms, each containing a lever. Once all of the levers were pulled, another secret door opened. Sadly, the gang didn’t get far after that. Upon entering a room with something like a well in the center of it, one of the characters threw a rope down to the conjoined twins languishing down there. The twins in question turned out to be like something out of a Japanese horror flick, and promptly handed the party their asses. Poor Jamcat Wildthorne Hawkblade didn’t make it out of that room alive. Everyone else (wisely) ran like hell.

After licking their wounds in town, the party accepted a job from Apollodorus to investigate the problems with an old waterworks northwest of town. After dealing with some aggressive eel-things, and passing some random corpses, Zigg cut through a pair of guys in one slice as they were trying to beat a wizard imposter to death. The PC’s debated whether or not to send the fake sorcerer to the afterlife, but eventually patched him up, and left him lying unconscious in the tunnels.

Keeping their eyes on the prize, the party made a bee-line down the main hallway, and found a torrential downpour of water that was being diverted from the river by a series of waterworks mechanisms. They had to defeat a nightmarish conglomeration- beast made of bones and sinew, but eventually did manage to turn off the flow of water. This revealed a cage under the area the water had been pouring down on, with a bedraggled looking warrior woman inside it. Once the pressure of the water was no longer keeping her down, she made short work of her shackles and the gag in her mouth, and called out a wizard’s name. The woman briskly thanked the PC’s for freeing her, then had the wizard teleport her away to parts unknown.

The PC’s beat a hasty retreat back to Lennox to report their success to Apollodorus, who happily paid them, and made plans to capitalize on the newly invigorated river trade route. Deciding that they’d like to see some more of the waterworks, now known as Korrem Wharf, the PC’s headed back there. After opening a secret passageway that they’d missed the first time around, the group found Jeff Wildthorne and Tuppence lying unconscious inside of it. Waking them and taking them along for the adventure, the group came across a seeming dead end with a big glob of mud in front of it. Zina pushed forward, and a strange, semi-humanoid form rose from the mud. As she spoke to it, it pulled a gem out of its chest, and offered it to her. This made them fast friends, and the “mudbuddy” began to follow Zina everywhere that she went.

Opening yet another secret passageway unveiled the tableau of a gruesome looking man dragging a naked, chained young woman toward a bed by her hair. The party put a quick end to him, but not before he rang an alarm bell that brought out reinforcements. The PC’s were cutting those chumps down left and right until a powerful sorceress with electricity arcing up and down the clawed armor of her left arm levitated into the room. The fight came to a grinding halt when she recognized that Zarl Goldberg, her half-brother, was among the group. She apologized to them for the heinous behavior of one of her underlings toward a female prisoner, but told them that they’d have to beat it, since she was lying low in the tunnels, and didn’t want them bringing attention from bounty-hunters her way. On their way out, the group checked out one last room. You always have to check that One. Last. Room.

This time, the room in question had a flooded ground level, and a charming man standing on the ceiling next to a huge pile of treasure…

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