Midgard with the boys.

Levoča (Part 3: Completion)
And the quest is completed by dealing with the shrubbery.

So, the boys completed the adventure. The followed the trail of dead animals to the Singing Tree, set it on fire, battled its summons. The Shadowsworn kept getting confused by the tree’s magic. Bayor got too close to the tree once and suffered a pretty nasty slam from its boughs.

All good. However, I am just not feeling anything for the Midgard setting. I am still not sure if I am going to keep them there.

Shikill needs about a week to recuperate from teh stirges attack.

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Levoča (Part 2: Day 4)
Were the boys do the unthinkable.

After a rigorous round of Healing Spells and Intensive Care, the party managed to be ready by the next day. Kage, the Tengu Cleric, was finishing his deep trance to regain his spells when the Hollow Man returned.

Shikill, the Shadowsworn, and Bayor Skullguard set out to intercept. This time they had some form of strategy. Shikill shot flaming arrows from his bow while they were still 100 feet away. The Hollow man caught on fire, but the wood ward took three hits before finally catching on fire.

They were feeling pretty happy with themselves when it became clear that the Hollow Man was actually a side story. Several animals became feral and attacked the players, forcing them to kill 6 dogs and 4 cats.In the end, both Kage and Shikill were down and bleeding out. Tetsu, Kage’s animal companion, was badly hurt. Only Bayor Skullguard got out in good health.

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Levoča (Part 1: Day 0-3)

The party arrived in Levoča and learned about the farmer who was killed by his bull. They found the missing child and managed to sustain quite a bit of damage from the bee swarm. They destroyed the hive and returned the body to her parents. They also fought off the wolf pack, killing 4 of them. The Hollow Man arrived and killed his first victim. The second victim fled. On its way to the forest, they attempted to stop the Hollow Man and its Wood Ward attendant. They did minimal damage. The Paladin was reduced to negative Hit Points. The Hollow man continued to the forest’s edge where it disappeared. It returned soon thereafter to parade the head of the villager who had fled. The Shadowsworn tried a charge with a match and was reduced to negative HP. The Hollow Man departed with its trophy.

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Intersession Notes
Point A to Point B

The party signed on as caravan guards on the route South. Sadly, the rogue decided to try to sneak back into Cresthill for some last minute thievery. He was hung by the neck until dead. As the wagons approached Zobeck, they picked up another scout, a Shadowsworn. The caravan continued on, skirting the southern edge of the Margreve, finally reaching the hamlet of Levoča, where the caravan (or, more accurately, the two remaining wagons) plan to spend a couple of days supplying the village before moving on.

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First Session
Mad Kobold Bomber in Cresthill (WK0)

This was using the WK0 Night of the Mad Kobold adventure by Cut to the Chase Games and the Midgard campaign setting by Open Design, LLC.

Some initial notes, the basic premise of the WK# modules is not readily compatible with Midgard, so I doubt I will be using the other modules. In WK0, the good guys are a Gnome trading family, but in Midgard, the Gnomes are all diabolists. Also, Kobolds are not really the savage little underdwellers as assumed in the module series. I really should have spent more time converting the module, but I had promised an adventure & didn’t have time to craft one from scratch. All I really did was replace the gnomes with humans who aped the customs of the nearby Duchy. This was meant as a shakedown since I haven’t DM’d for a while nor am I overly familiar with the Midgard setting.

Players were my three sons, ages 18, 16, and 14. Their characters were:
An Aasimar Paladin of the Order of the Scales, a Tengu Druid, and an Elfmarked Rogue. All were 1st level.

We had established that they had met outside of town and some months ago and had entered the town of Cresthill two weeks prior. I placed the town in the Southwestern corner of Krakova, along the river flowing out of Grisal. This put it on the borders of Dornig, Grisal, Zobek, and Morgau — as well as near the Margreve Forest.

To be honest, I expected this to go horribly wrong as there was a timeline and they were chasing the kobold bomber through town.

In order to determine how well they were in touch with the citizens, I asked each what they had been doing the past two weeks. The Paladin told me he had been helping out the townsfolk and mingling. The Druid had been going to the countryside, and the rogue (mister 14 year old) said he had been picking pockets and robbing stores. I decided to be nice and only make him roll once for each day. First for each day picking pockets. He failed on the 11th day and was arrested. I then had him roll 11 times to see which burglaries were traced to him now that he was in custody. Two were.

The game started with the Paladin and Druid finishing their meal at the Inn, and with the Rogue in jail. When the first bomb went off, the Paladin used his diplomacy to get a temporary release for the Rogue in order to track down the bomber.

To my surprise, they managed to defuse the bombs quickly and, by running, catch the bomber on his fourth bomb. They jumped him and grappled him which prevented him from arming the fourth or making his way to the fifth. Once the kobold was secured, the rogue tried to sneak away, but the paladin caught him and tied him up also. The druid sat down to guard the kobold and had his bear animal companion lay on the rogue to prevent his escape. The paladin went to get the captain of the guard.

The paladin and druid are honored and remembered by the ruling family of Cresthill for their service.

The rogue was shown leniency and allowed to keep his hands. Instead, they gave him 30 lashes and forbid him from entering the town unless under guard by the paladin or his order.

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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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