Ankveld

Saving the Lord Mayor
Beating the Bard

The stalwart adventurers have concocted a plan to rescue the Lord Mayor from the clutches of the Evil bard Emmentaler. They have acquired uniforms of the city guard from Lord Sherrif Esta Pureleaf, and will accompany Lord Vancil and the Lord Sherrif into the castle for their appointed meeting. Once in the castle, the adventurers will use their wits and charm to search for the Bard and put an end to him…hopefully.

The episode begins innocuously, with their first stage of the plan a raging success. Once they enter the great hall of the keep, they are left by the Lords to their own devices. The party decides to gather their wits at a table in the hall, then sends Badger to do a little reconnaissance of the exits from the room. His search locates a set of stairs up, a guarded hallway, a closed door, and some comely lasses working in the kitchen. They decide that Sssa’A will change his disguise in the stairwell to that of the nasty Trask, the Lord Mayor’s son’s lead henchman, and then gather the random guards (the rest of the group). From that point, they will breeze past the guards and go explore the keep.

An unfortunate turn of events occurs when one of the curs fighting over a bone in the room becomes curious about the strange reptilian scent it keeps detecting. As it approaches, Gnarf tries to garner it’s interest with goofy baby talk and a kissing noise…and fails. Brakkin learns that curs won’t eat trail rations, and then in a desperate last ditch effort, Gnarf tries to fart to throw the dog off of the scent. Luck is in his favor but not his friend as he slips from gaseous emanations to semi-liquid ones…sharting himself…but still successfully distracting the dog.

Undiscovered, Sssa’A shifts his appearance, then returns to the hall to find an embarrassed Gnarf being escorted past the guards to the privy. He gathers the remaining party members, and they enter the guarded hallway. The guards

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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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