Rappan Atthuk

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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Session 1 - A message
Where the party meets, battles some wolves and delivers a message

The group gathered together, hungry for the riches and fame that would come with a venture into the fabled underground halls of Rappan Athuk, but also knowing that they needed more experience – and belongings – before they should venture there.

So they took the Geoffrey Fiztwahlen’s advice and accepted what appeared to be an easy job – the local Army needed to deliver a notice to a young private that his wife had her baby. But the reward was much larger than usual due to an additional amount paid by his wife to deliver an extra – secret – letter.

Being a curious sort, the secret letter didn’t stay a secret for long. Victor Dragonclaw opened it and read in Draconic that the baby was “sick” and the wife told her husband he must desert his post and meet her in their “secret spot.”

The group set forth toward the patrol where Private Salenter Amdale was supposed to be. Twice they were attached by wild worgs and wolves and twice Alaric Milner was able to hold them off while her party slew them. When the wizard questioned a captured worg, he learned of many frightening creatures that could be found here – what the group interpreted as a vampire, ghosts and large bears.

One patrol that they met with included a Captail, who was so impressed by Vek Redhammer’s tales of worg-killing that he offered him a job.

When the group finally found Amdale’s party and delivered the message, they were welcomed to stay the night in the safety of the patrol. Private Amdale sought a private audience with Cedric, who seemed like a respectable fellow. He explained that he needed help deserting his post but it had to look like an accident so that he and his wife wouldn’t be wanted criminals.

After consulting with the rest of the party, a plan was hatched to make it look like worgs had dragged off the man. The job was convincing and the group agreed to escort Private Amdale to the secret hiding spot in hopes of another reward from his “special” wife.

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Session 2 - We've made a friend (or two)

Victor Dragonclaw was having a tough time. Little pranks kept being played on him and no one would confess their involvement in the small group that was escorting Pearl and Private Amdale to their new, beachside home.

Eventually, he found out the prankster was a curious pixie named Erika. Erika is part of a Fethine Court but likes to meet up with adventurers to watch what they do.

As they’re traveling toward the beach, Vek Redhammer was playing a prank of his own – being all but unconscious from drinking too much ale.

An imp is spotted and the group follows the imp to his home, where a coven of sea hags live. One greets the adventurers and senses that Geoffrey Fitzwhalen is looking for something in his past. She tells him that she’s got wonderful – addictive? – magic that would allow him to look into either the future or the past. And the best part was that the first glimpse was free! Geoffrey declined the hag’s generosity.

Once the group had reached the spot, Pearl had one more request – to make her husband’s home a safe place. The group worked together to make it safe and welcoming. Through that process, they discovered a couple nearby dangers that Salenter Amdale should keep in mind -

  • the hags
  • a giants’s wasp nest where dozens of wasps as big as horses live
  • a wrecked pirate ship where zombies wander under the water
  • a group of pirates off the shore

For their help, Pearl gave the group a special magic item – Libram of Happenstance. Alaric Milner was given a permanent +1 to AC, while Vek was given a permanent +1 to hit.

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