Call to Arms

Into the Wilds, part 3
They burned Summer

The team awakes in the village of Cornwell, where the people still avoid them and there is clearly something very wrong. During breakfast Erynn, a 7-year-old Dunsaro girl runs into the pub crying, “It happened! The curse happened!” She found Bowen, a local day laborer, dead in a field, clawed to death with his hair turned white.

The bartender and locals ask the party to watch Erynn while they run off to get the constable. Erynn has none of that and takes the party to view Bowen’s body. She explains that yesterday the villagers burned her friend Summer at the stake. As Summer burned she called on Kruss to curse the village.

After some investigation it seems Summer was the only Yan in the village. Moreover she had no family here after her husband died years ago, and her neighbor Tolin had been after her land for some time. Accusations of witchcraft led to Summer’s grisly end.

Ander and Otter wanted to leave the village to it’s fate, but Dorn and Anselmo prevail. They make a show of leaving the village to satisfy the constable (who thinks this is none of their business and having strangers around just now makes things worse) but circle back and hide in Summer’s house until nightfall.

As the moon rises Otter sees a human shape moving toward Tolin’s house. He rouses his companions and they confront Summer’s scarecrow, animated by the curse. In the ensuing battle Tolin proves a coward and flees out his window, but the blacksmith helps them fight. It ends with Anders and Dorn hurling the scarecrow into Tolin’s hearth where it is destroyed in fire.

Thanks to Anselmo, the blacksmith takes to worshiping Caetar. They leave with fresh rations and the thanks of the village.

Two days later the team scouts a ruined tower and defeats a harpy. Ander is charmed into jumping out of the tower window and falls about 20 feet but is not too badly hurt. In the harpy’s nest they find a bejeweled gold cup.

Into the Wilds, part 2
Seeming and Being

At the farmhouse the group meets a Dunsaro woman named Arna and her son, Scoot. (The father, Clovis, is a merchant away on business for month at a time.)

Dorn stays outside and keeps an eye on the farm while the others have dinner. After dark he spies a small figure on the roof of the house and shoots it with his longbow, then sounds the alarm. They find he has killed a naked goblin, but it’s body dissolves into a black mist as they watch.

They search the property and find the boy’s lost dog, half-eaten and stashed in the woodshed. The goblin’s tracks suggest it might have been hiding in the barn.

Setting a strong watch, they bed down in the farmhouse. Scoot tosses and turns all night. A few hours before dawn, everyone (except Dorn) awakens to the whinny of the family’s draft horse. Anselmo and Ander search the barn for another goblin and find one hiding in the hay. Also naked and black-skinned, it’s has only the leather apron and hatchet it snatched in the barn. Combat ensues, with ten normal rats fighting on the goblin’s side. The rats swarm Anders and bloody him, but he knocks the goblin senseless. They disperse the rats.

Summoning Dorn, they revive the goblin and ask questions in it’s own language. It doesn’t seem to understand any speech. The goblin struggles to escape and they kill it. A few moments later it dissolves into black mist. Dorn confirms the goblin tracks begin in a corner of the barn as if it just appeared there.

Convinced this must be a magical conjuring, they search the property unsuccessfully for any kind of idol or object that might be summoning goblins. They do find a stash of strong whiskey in the barn. Clovis likes to drink.

Finally they get Scoot to admit that corner of the barn is “a bad place” where “he hurt mommy”. It seems like the boy’s terror is summoning or creating the goblins. Anselmo purifies and blesses the barn, and they do what they can to calm the boy’s fears. The next night passes peacefully.

In the morning the group sets off to check on a ruined tower about two days away that Arna though might harbor monsters. After just a few hours travel, the pixie Loolaa reveals herself and excitedly thanks them for helping the boy. She led them there, hoping they would prove themselves heroes. She’s glad to think she was right.

Loolaa is bursting with curiosity over Dorn’s curse, and greatly amused by Anders.

Every fey knows the difference between seeming and being. Humans are so good at seeming they don’t even recognize it. But you, poor dwarf, yours is a curse of being.

And she confirms the goblin was spawned by fear.

That’s what you’re best at: turning dreams and fears into reality. It’s what humans do.

Loolaa asks, if they are truly here to fight evil, could they check on the nearby village of Cornwell? She can feel something terrible happened there last evening.

The party reaches the village in late afternoon, but everyone is locked inside and avoids them. They question the barkeep at the only pub, who is cool but polite, and the blacksmith, who is openly hostile. Finally they visit the constable who assures them all is well, but the villagers are justly afraid of armed strangers. The constable lets them spend the night in his father’s old abandoned house.

Into the Wilds, part 1
Getting the party together.

Captian Holbrook conscripts a few hundred toughs, thieves, mercenaries and ne’er-do-wells to sweep the borders of Felleg’Avin and thin the ranks of monsters lurking there.

Those he deems trustworthy are put in teams of 3 to 5 and sent to recon around and ahead of the main column. The PCs can return to camp as needed for magical healing from Sunath.

Dorn, Ander, Anselmo and Otter are one such team, and on their first day out from the main column they track and kill a pair of orcs that were skulking through the sparsely populated borderlands.

The party continues on, trying to guess the orcs’ destination. A set of three torch-lights in the distance parallels their course. When Otter sets off to confront them, they flee, but he’s pretty sure noone was carrying the lights, they moved by themselves.

The lights lead the team to a remote farmhouse where they ask to stay for the night.

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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