Frontier's Forge

The Third Session

The gang heads back into the woods to rescue the still-missing Sergeant Tennant. After getting lost on the trail for a little while, they finally find the sergeant conversing with a few masked figures in the woods.

The figures quickly depart and the gang agrees to help the sergeant fight the beast that’s been tracking him. Shortly after, the beast attacks and they soundly beat the beast down.

Back in Anterloch, the sergeant thanks them and asks for their names. Ronan supplies his, but everyone else remains strangely silent. Perturbed, the sergeant turns and walks away, never getting their names.

The gang spends the night in town resting up and getting back to full health.

Bright and early the next day they descend back beneath the building and into a mysterious maze of tunnels. A few silent, zombie-fied dwarves stand around and a couple of skeletons give attack. Other than that, the tunnels are empty.

The team descends deeper into the caves, via a pit, only to quickly encounter a large, acid-spewing beasty. Trapped in the tunnels, they fight for their lives and only just manage to survive after most of them are badly wounded and Ulfgar is taken down, briefly.

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The Second Session

Picking up where we last left off, the party finds themselves in a stone structure of sorts.

They pilfer a few books and coins (some more than others—AHEM, DRAGONBORN) and find a paper with a strange symbol on it. None of the party is able to identify said symbol.

The Sergeant of the Hammerite Guards from session one are still missing their sergeant who disappeared some time the previous night. After giving it a go of tracking the sergeant and finding the trail of a mythical, flying beast, the party comes to the realization that there’s nothing they can do right then to save the Sergeant.

Relenting, they head north into Anterloch to meet up with their Sergeant.

Sergeant Paine is pleased to see the party alive and well again. She allows them to keep whatever bounty they find on the adventure and tells them to relax for the rest of the night. A few of the party members share drinks, but other than that the night is uneventful.

The next morning, the party goes about personal business until meeting for lunch, when they discuss their plan on going back out into the woods. But before they can leave, a Dwarven soldier comes up asking for help.

The party rushes down after the Dwarf only to find trouble in the form of zombies and skeletons. A mysterious red-clad figure calls out the party before disappearing.

After managing to defeat all of the enemies in the room, the party is confronted with a choice: to continue adventuring below ground after the red-clad figure or to go back up into the woods and try to find the missing Sergeant.

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The First Session

Our party is a relatively new band of adventurers recruited to the Hammerite cause under the command of Sergeant Paine. On the way to the Dwarven town of Anterloch where they’ll begin their first real work, they encounter a group of fellow Hammerites having a set-back on the road.

An old Dragonborn has happened upon the Hammerite guards and disturbed them with his talk of tracking monsters. The adventurers, eager to help, decide to help the Dragonborn track down this monster who is, supposedly, eating brains.

After being waylaid in the forest by over-eager wolves, the party barely survives only to realize that one of the guards (Rembrandt) has turned traitor and run off. After the battle, Samia confirms that the wolves have in fact had their brains eaten by some mysterious menace.

Accompanying the two remaining guards, they head into the woods on the trail of Rembrandt.

Sergeant Paine and the rest of the caravan go on ahead into Anterloch, trusting our party of adventurers to sort things out. In the woods they find a mysterious stone structure and proceed to look for Rembrandt inside.

Ronan steps on a trap and almost incinerates himself entirely.

The party bravely advances inward, encountering monsters hidden in mist that they can’t see through. After discovering a way to shut off the mist, they shortly after encounter Rembrandt and a mysterious man.

A fight ensued and Rembrandt and the mysterious man are killer.

A brain parasite leaps out of the Mysterious Man’s skull and attacks! The party gives chase.

Our session ends with the death of the parasite.

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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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