Skull and Shackles

It's a Pirates Life for Me
in which the party succeeds at something with nothing going wrong

Having delivered the cannons to Sargava, the party discusses their next target…

View
No...Please...I have a family...gurgle
In which the Party is a little bit Evil

After the illustrious Sandra Quinn fixes the frozen Rathyn, Zira as an agent of the so-called Devil of the Docks provides a few choice items to aid the party; namely an adamantine lucerne hammer and some scrolls of dancing lights. The party then manages to steal the route plans for the caravan. Coupled with their earlier infiltration, they slaughter no less than 8 of the guards and 2 dogs, leaving no survivors from those the engaged. Already flush with fresh loot, they now prepare to complete their heist…

View
I flew to close to the sun!
in which there is chicanery

To sum up:
Renold: squad sergeant (amazingly)
Quadiya: Life of the party
Bwanna: being sensible somewhere
Rathyn: frozen
Hanorkneez: running around with a frozen Rathyn

Knowledge gained:
secret doors
locks
altar construct
guard signals
how to disable the deathtrap
it’s bigger on the inside!
there are literal tons of trade goods in there

Previous knowledge gained:
the altar construct attack priority is someone with a glowing golden vial
-it’s also made of stone and metal, probaly magically hardened like the walls
there are dogs and horses that know quadiya and renold
there’s a lead box somewhere in the transport
walking in circles does something interesting

known unknowns:
route information
what the vials might be, or how they’re being delivered

unknown unknowns:
??????

View
No way this could go poorly...

https://www.youtube.com/watch?v=_nrlsUvbKTs

Securing a meeting with the “Devil of the Docks” the party infiltrates a hush-hush caravan construction project in preparation for a later heist.

View
Well, that was anticlimactic

After Hankorneez is nearly eaten by a sea ooze, the ship sails surprisingly uneventfully through the arch of Aroden. A plot is hatched to lay the ground work for returning years later to steal the sun orchid elixir (or perhaps, the payment).

View
No, street urchins are poor

After looting the Cult of Desnans for the Liberation of Children from Murder Cults captives, successfully drawing out and slaying a deadly assassin, and then ransoming said captives, our intrepid crew makes off substantially richer (though without any urchins).

View
Won't someone think of the children?

The officers of the Spring Breeze, after paying a handsome 100 gp for good maps of ilizmagorti and the island, sail on to the city of Azir, where they hear tell of strange men in dark clothes snatching up street urchins. When local suspicions point towards some very conspicuous foreigners, the investigation turns into a near deadly fight. With one captive who claims his group were themselves there to rescue the children, it looks like it might be a bloody misunderstanding…

View
Proven Crew

The crew of the intrepid sloop Spring Breeze successfully delivers their cargo of House Umbertine arms and armor to Eleder, the capital of the former Chelish colony of Sargava. While unloading the goods, they discover a thief amongst the crew, who confesses to avoid punishment. Having sold their repaired fishing ship and given their crew some shore leave, they depart for Bloodcove, where they are given their next mission: get a shipment of bombards and guns from Alkenstar to Sargava while surviving the perils of a long sea voyage and perhaps the most terrifying thing of all: Chelish Customs.
Income:
2,000 gp successful delivery
1,090 gp fishing vessel sale
200 gp cargo run from Eleder to Bloodcove

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.