Knights of the Longbox

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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The Adventure Begins
The players gather and enter the woods

Calemirel, Claude, Syd Brownbottle, Sabrina the Teenage Sorceress and Rimidan Leney accept a job from the city of Sommerset to work a patrol north of the city. Rapidly making one another’s acquaintance, the group heads north to the border of the Murkwoods, spotting a Goblin patrol moving into the trees.

Scouting ahead, Syd and Cale track the creatures into the woods before drawing their attention. The adventurers battle the raiding group, putting them down with swords, arrows and sorcery. While examining the bodies, Cale notes that the equipment seems odd, unlike what’s usually found in the area. The adventurers decide to return to town and report what they’ve seen to Eobard Redburn. Eobard considers the news and brings it to the attention of his sister Lady Alice Redburn and her advsior Theo Alber. Alice offers the adventurers a contract to look into whether the appearance of the goblins has anything to do with the disappearance of dwarf shipments from a mine north of the Murkwoods. After some negotiation over the price with Syd, the adventurers accept the contract and leave the castle.

Looking for more information about the equipment they’ve found, Claude hunts leads through the city as the rest of the team plans an excursion into the woods. Claude reveals that the weapons were forged underground. Intrigued, the adventurers spend the night in an inn, purchase equipment and head into the woods, after a brief encounter with some upset members of Talon Company.

Following tracks deeper into the Murkwoods, the adventurers wander into a trap set by a canny goblin commando. Syd is pelted with arrows and javelins and left nearly for dead as Sabrina and Cale lead the counterattack to put down the goblins. Seeking information about their enemies, Claude interrogates and tortures one goblin into revealing the situation in the mine. The goblin tells them that the drow have lead a group of slaves into overtaking a mine and have secured it with the help of a giant. Claude leaves the goblin for dead before Rimidan mercy kills the creature and the group ponders returning to Sommerset to gather allies before assaulting the mine. Sabrina and Cale convince the team to soldier on and they bed down for the night, hoping Syd can recover from her nearly fatal injuries.

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Into the woods

After sleeping off the ambush with the goblin commandos, the team decides to retrace their steps to the scene of the battle. Cale uses her tracking skills to follow the goblins back to their base, a small redoubt under a rock shelf. There, the adventurers find the spoils of the goblin’s ambushes, as well as a mysterious magic ring. They’re not able to savor the moment because a goblin patrol lead by an orc captain is heading towards the position. The team scrambles to set an ambush that goes south but they’re still able to defeat the monsters.

Heading north towards the mine, the team eventually stumbles upon a nest of giant spiders. Fearing Rimidan’s inability to sneak, Sabrina attempts to trick the spiders so they can get by but the arachnids follow them anyway. The team is eventually able to drive the giant spiders back, although they have to make time to free Sabrina from one of the monster’s web traps.

After clearing the spider-infested heart of the woods, Syd notices a lone house in the middle of a clearing in the woods. Suspicious, she investigates to find a gnome and a tiefling living inside. The group carefully approaches and meets Feuvel Firreste, a gnome priest and his assistant Tyrssa Rex. Feuvel tells them a little about his work in the forrest as well as offers some advice about the approach to the mine, while letting them know that the person with the most information about the forrest is Lillisandra, the nymph Queen of Murkwood, whose taken over the woods after the elven diaspora. The team ponders their next move as they leave Feuvel’s home.

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In the court of the fey queen

After getting some directions from Feuvel, the party decides to search for the center of the Murkwood to meet with Queen Lillisandra about her knowledge of the changes around the forrest as well as to seek her permission to pursue the corruption in the mines. However, before they can get close to her sanctuary, the group encounters a pair of fierce owlbears.

After a pitched battle, the party meets Rummiran, the consort of the queen, who offers to bring the party to Lillisandra’s court. Despite Cale’s trepidations, the group decides to follow the satyr and meet with the queen. They’re lead to the center of the woods and meet with the nymph queen. Lillisandra responds to Rimidan’s faith and devotion to the old gods and offers her help to the party for a price.

Lillisandra agrees to commit a legion of centaurs under Rummirans’ command to aid in the assault of the mine. However, she demands the party to be her advocate in Sommerset. She demands the adventurers to petition Lady Alice Redburn to halt foresting in the Murkwood and says she’ll hold them accountable if action isn’t taken. Fearing reprisal from the fey, Cale and Rimmidan attempt to renegotiate the deal, with Claude seeking to negotiate with the Redburns with Rummiran’s help. Lillisandra agrees and commits her forces to the party’s help. They decide to rest and recuperate in the forrest’s center before heading towards the mine.

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Into the dark

The adventurers prepare and mount an assault on the dwarven stronghold. Waiting for night and with the help of Rummiran and a contingent of centaurs, they begin their attack. Cale and Syd sneak into the goblin’s guardtower and begin the attack as Rimidan, Sabrina and Claude hold the line at the gates. In a few minutes, the ogres, orcs, goblins and worgs are vanguished with only Rimidan bloodied by battle. The party decides to rest in the goblins’ bunk after searching the housing for treasure.

The next morning, the party enters the mine and quickly find themselves in a deadly trap. Swords rush out of the walls and along the floors, slashing at the adventurers while Syd desperately tries to shut down the trap’s trigger with Rimidan defending her as best he can. Sabrina is slashed by one of the blades but healed by the paladin and the party is able to keep moving.

They eventually reach a destroyed elevator shaft the drow have broken to cut off the mine from the surface. After interrogating and disposing of an orc guard, the party learns a little more of the monsters that have reinforced the mine and begin lowering themselves into the dark. Moving down the rope, Sabrina slips and falls 60 feet, nearly dying as she crashes into the broken elevator at the bottom. Cale is able to keep her alive and as the rest of the party gathers in the dark depths, they prepare to go further into the dwarves’ stronghold.

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Blood in the mine

After descending into the mine’s depths, the party begins carefully making their ways through the halls. The rapidly stumble upon the mine’s waste disposal area, being taken care of by a pair of goblins and a massive otyugh. Rimidan strikes the beast and is eventually wrapped in its tentacles but is saved by a deadly shot by Cale.

The party dusts themselves off and returns to the mine’s main hallway. While attempting to move about some of the detritis in the hall, Syd falls into the mess alerting one of the drow’s pet minotaurs. The beast grievously wounds Syd and the party rushes to save her, with Claude keeping her alive as Sabrina sticks the monster to the ground and Rimidan defends his compatriots. After a series of deadly blows, the minotaur lay dying and was finished off by Syd.

The group next found a barracks’ taken by the orcs. With some quick thinking, Syd manages to bluff the orcs into surrendering and the party interrogates the goons. Syd learns about the drow’s prison and Kharys Del’Ornazene, the brother of drow priestess, Lyzzra DelOrnazene. The orcs fear the sinister sorcerer and the party decides to attempt to liberate the prisoners before taking on the spellcaster.

After briefly considering sneaking by some vocal plants, the party decides to break into the prison but they quickly draw the attention of Kharys. He plunges the hallway into supernatural darkness and Sabrina and Cale rush to deal with him. Cale delivers the death blow with an impaling arrow and the group breathes a sigh of relief as the drow breathes his last.

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An ambush, a rescue and an ooze

With Kharys lying dead, the party searches the sorcerer’s body and quarters, finding the key to both the stores and the cell block. After briefly debating hunting for treasure, the group decides to see if they can rescue any of the drow’s hostages. The party breaks into the cell block and finds two hostages, a badly tortured elf and a seemingly dead dwarf.

The rescue attempt immediately goes awry however. After getting a loose burst of dust in his eyes while trying to open a cell door, Rimidan Leney is unable to see the attack of a mimic that swings at Cale. The sticky creature grapples both the paladin and Claude, beating the bard nearly to unconsciousness. Sabrina and Cale try to come up with a plan to stop the mimic before it kills Claude and ultimately kill off the creature after Rimidan gets free.

Healing the bard, Sabrina and Rimmidan interrogate Varys Akida, a captured elf noble who was dispatched by Lady Alice Redburn to complete the same task the party was assigned. Varys is less than excited to be rescued and openly scoffs at the half elves among the group as well as Cale, who doesn’t ascribe to any of the Elven High Houses.

Meanwhile, Cale and Syd speak with Bartek Battlebriar a captured dwarf war priest whose friends and family are enslaved by the drow in the mine proper. He’s badly injured but manages to tell the party both about Lyzzra DelOrnazene’s forces in the depths as well as how the drow took the mine. Bartek promises to help the party if they can help him find his equipment. Varys isn’t as eager to tangle with the drow again and takes his leave from the mine, offering one final taunt for Cale and promise to repay Lady Redburn for her perceived slight against House Akida.

The party decides to rest for the night before hunting for Bartek’s equipment. As morning arrives, they exit the jail cells and Rimmidan finds himself face to face with the gelatinous cube that’s been hiding in the mine. The party scrambles to put down the ooze as it tries to squeeze into the jail cells and consume the adventurers but Rimmidan stands his ground and cuts the sentient gel in two. With the monster down, the party decides to explore the rest of the floor, find Bartek’s gear and descend into the final depths of the mine.

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The priestess' fall

Attempting to locate Bartek Battlebriar’s equipment within the mine, the party searched through the remaining areas of the level, encountering some hostile flora and a trapped room that nearly drowned Syd and Rimidan. After finally finding Bartek’s equipment, the party made a plan to retake the mine and take down Lyzzra DelOrnazene.

Casting a series of spells of strength, growth and heroism, the party descended into the mine and attempted to stop the priestess’ team of monsters and villains. With his magical strength and size, Rimidan managed to pushing one of the drow’s minotaurs off of a stone bridge, sending the monster plummeting to the mine’s floor and its death. Summoning a swarm of bats, Sabrina kept Lyzrra busy, unable to cast spells and unable to protect herself from a flurry of arrows and the coming blades of Rimidan and Bartek.

As her spells broke and health faded, Lyzzra plummetedd to the ground and her death. She whispered a few words of unintelligible Undercommon before her life was extinguished by Bartek. From there, the group descended into the bottom of the mine, freeing the remaining enslaved dwarves, reactivating a lift back up to the surface and taking the remainder of the treasures Lyzzra had accumulated.

Finally on the surface, Bartek offered the party a hearty thanks and led the rest of his people back to Hammerfell with an invitation for the adventurers to come to the dwarven stronghold someday. The adventurers agreed and watched as the dwarves headed off into the sunset.

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Shiverling beckons

Helping themselves to mounts they find in the dwarves’ camp, the party prepares for the long ride back to Sommerset. They make it back by nightfall, selling off many of the weapons and armor they had accumulated and sending a message to Rummiran that they’re prepared to meet with Lady Alice Redburn about the city’s logging operations.

The next morning, the party gathers in front of Castle Sommerset and meets with Queen Lillisandra’s envoy before speaking with Redburn and together enter the court. Negotiations over the logging initially are at a stalemate until Cale and Claude suggest a reforesting process and limiting forrestry to only one specific area of the wood. Both sides seem to be in agreement.

The negotiations are nearly broken up by Varys Akida, who attempts to brush past guards to speak with Redburn about his doomed attempt to enter the mine. Cale attempts to calm him down and appeal to his honor and, while he’s still perturbed, he manages to have a meeting with the Redburns with a slightly less hostile attitude.

The party retires to the Lord’s Arms tavern to plan their next move, hoping to head to Shiverling with some plans of becoming pirates. They send Claude to gather information about groups heading to the city and follow two ledes, one involving a halfling crusade to a long abandoned desert outpost and the other to join a circus caravan finishing their summer loop in the south. They shop for supplies and ready themselves before the North End of Sommerset is rocked by an explosion. Smoke pours from a building and gargoyles, seemingly awakened in the chaos attack a panicking crowd.

The party struggles to battle the gargoyles but a lucky hit from Rimidan Leney and the work of Sabrina the Teenage Sorceress and Cale push the last one to retreat. The party rushes into the house to investigate the explosion and find a mysterious man in a black cloak, flanked by a pair of demonic looking apes.

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The journey south

Facing off against a hooded assassin and a pack of summoned, demonic apes, the party goes to work, battling the beasts and the ninja. The hooded assassin complicates the fight with a fog spell and makes his escape, although Syd attempts to keep track of the mysterious figure as he leaps across rooftops. Ultimately, the group fights off the beasts and manages to explore the house a little as the authorities arrive. They take note of a series of scrolls and papers the assassin was going over but don’t think much of them and leave as Eobard Redburn arrives to investigate the scene.

Returning to the Lord’s Pardon and sending Claude to gather information about the home’s tenant, the party decides that they should steal the papers the assassin was going over. They attempt to reenter the house but a guard mentions that the scene is closed as Eobard investigates. Ultimately, Cale decides to send her animal companion in to attempt to steal the scrolls. The snake enters the house but is quickly spotted and returns with only a scrap of one of the scrolls. The party beats a hasty retreat away from the crime scene for a second time.

Sabrina recognizes the writing on the scroll as Draconic and the party decides to seek out someone who could read the words. They ultimately decide to meet with Lavernicus, an alchemist and witch who Sabrina had met previously. Lavernicus recognizes that the scroll was written in code and offers to attempt to break the code if the party would collect four books on Infernal Planes for them. Sabrina agrees and leaves the code with Lavernicus as the party hopes to find the books they seek in Shiverling.

With night approaching and little information revealed about the home’s resident, Syd recommends that the party head south to join the circus they’d heard so much about. The party makes their remaining, last minute preparations and heads out of the city on horseback towards the circus. They arrive late in the night and are accosted by guards who eventually introduce them to Eela Ssyzareth, the manager of the circus. Eela questions the party’s motives and performing experience and Claude manages to help ease her worries about the group. After some convincing, Eela welcomes them to stay the night and promises to negotiate their contract with the circus the next morning.

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