Closing of the 13th age

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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Playing Cupid
aka. How to Charm Your Dragon

The party departed towards Glitterhagen after succesfully sealing the emerging hellhole. On the way there they met a group of travelers who invited them to spend the night with them only to attempt to rob the party in the middle of the night. After a quick fight the party subdued the would-be bandits and learned of the disappearance of the gods, something which Baldemar had never heard of during his time in the monastery. This seemed to deeply upset Catrin.

After arriving in Glitterhagen the party encountered an innkeeper who revealed himself to be INFERNATOS THE DEVOURER, a red dragon who is madly in love with a nearby blue dragon, Curesca the Unforgiving.

The party was tasked with delivering gifts to the dragoness and were promised rewards for the delivery. More if they managed to also convince Curesca that the feelings Infernatos had for her were in fact true and not just an attempt to marry into wealth.

The delivery went on without any major hitches thanks to Sennis being able to convince the Kobold minions of Curesca that the party meant no harm. After a brief trial by combat the party was able to deliver the gifts to Curesca and, followed by some awkward reciting of poetry, managed to convince her that Infernatos truly was genuinely in love with her. The party returned with a return gift and recieved more than what was promised from Infernatos, Catrin recieving a very uncomfortable hug from the dragon in the process.

The party retired for the night, hoping to sail towards Santa Cora the next day.

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Streets of Shadowport
aka. the Misadventures of a Street Corgi

After successfully playing messenger for the two dragons, the party found out just how difficult booking a trip to Santa Cora is. Eventually they managed to talk a captain into taking them to New Port, figuring they can take the road from there to the former ruins of Santa Cora. Unfortunately the only captain willing to take them also needed to make a pit stop at Shadowport and upon arrival the party was instructed to “get out of the way”.

Shortly after disembarking the ship Baldemar, due to some impressive acrobatics, managed to spot someone wearing a cape quite similar to the one Catrin wears. Finding this odd and wanting to talk to a member of her faith, Catrin prepared to give chase but as the party ducked into an alleyway they were passed by a mob of thieving orphans.

Finding most of their belonging gone the party decided to give chase to these upstart rogues and managed to locate them in a broken down abandoned chapel. Reginald engaged in some street negotiations with the brats and managed to obtain a name and a place form them in exchange to some thievery lessons (much to the charging of Baldemar).

Following these clues the party managed to track the would be mastermind behind the robbery and after some delicate and not so delicate negotiations by Reginald and Catrin, the stolen goods were returned along with an extra cape. Turns out the thief had simply robbed a Raven Scout earlier and had taken to wearing the illustrious cape himself. Annoyed that the actual scouts had moved on weeks ago Catrin, followed by the rest of the group, returned to the ship to prepare for the next leg of the journey.

And so our intrepid band of heroes departs towards New Port, where new adventures await!

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We're on a boat
aka. Catrin mediates a polite discourse

The partymembers, while travelling towards New Port, receive a dream and/or vision of some sort each. They also realize that Kiiyani might also have a one-way scrying spell placed on itself and the whispers that Catrin has been hearing all this time may instead be someone speaking about something somewhere.

The party also engaged in some civil discussion about the nature of a man and how to tend to those less fortunate. After a rich and meaningful discourse the party eventually prepares for their arrival in New Port

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I'm Blue Dabudidabudai
aka. the latest in bathrobe fashion

As our heroes head towards New Port they encounter an unscheduled storm on the Midland Sea. Frustrated at not being able to reach their destination the party decides to avoid entering the storm and try to go around it only to realize the storm front seems to be following the boat and guiding it towards Drakkenhall. Unwilling to find out if a corgi can be used as a flotation device the group decides to play along for now.

As soon as the party arrives at Drakkenhall they are greeted by a man dressed in blue robes who informs them that their sudden visit was in fact mediated by his benefactors. After some inappropriate behaviour from Reginald the party ends up being guided into an illustrious blue tower and are taken to meet the Blue Dragon herself.

As it turns out the reason for the sudden detour was Sennis who, unbeknownst to the party, had prayed to both Kurtulmak and the Blue Dragon for guidance. The party is then informed that they possess “powers yet unknown” and are instructed to remain in Drakkenhall so that they may be experimented upon. As the party is guided into an inn and are told not to leave Drakkenhall, they start hatching plans to do just that.

Oh and Reginald tries to seduce the Blue Dragon and gets his weapon cursed as a result.

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