The Scourge of Greed

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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.

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That’s it! The rest is up to your and your players.

Summary to date
Then and Now
We begin in a desolate plains of Ashen Gulch, where two human female rangers are steadily marching along the dirt covered flats, Killian and Kalista. The sun hung high in the sky beating down on their already winded bodies. When out in the distance among the waves of heat they see silhouettes of tents at the horizon. In a relieving sigh and cheer they head towards the tents in hopes to barter for some water and rations. As they approached a wave of caution washed over them as they could see no presence of others at the campsite. They readied their weapons and cautiously approached the tent site. No less than 30 feet from the tents an earth shattering explosion erupts in the distance followed by a ground shaking quake.
Armored men begin pouring out of the tents and lining up in order. Killian and Kalista watch from afar seemingly unnoticed by the troops of soldiers. With some loud indiscernible bellows and commands the soldiers began to march off in the direction of the explosion.
As the soldiers march off a tent is swallowed whole by what looks to be a large purple worm. It descends just as rose engulfing another tent and crashing down into the dirt leaving an enormous cloud of dust in its wake. Killian an Kalista watch in horror soldeirs futily try to stab at the remainder of the tail slithering down into the dirt. One soldier turns and sees the gawking pair and begins yelling, “WHO THE HELL ARE YOU TWO? WHERE IN THE HELL- GET OUT OF HERE! C’MON!” with that he gestured to follow him. Away from the battle zone the two retreat with the soldier 300 meters away to another campsite. There appear to be fortified barriers scorched and riddled with broken spears and arrows. With that they are met with another front of Orcs and goblins no more than 100 meters away charging directly at them. Killian and Killista begin picking off what they could with their arrows effectively holding back most of the brutes. Along side their arrows flew streaks of light every color you could imagine. Some of the soldiers behind the barriers wielded magic from wands and staves to directly casting from their swords and fingers. This was unlike any army Kilian and Kilista have seen before. After felling most the the orcs and goblins along with one worm they were escorted once more into a larger tent. This time by a particular armored Mage. Kilian and Kalista exchanged names with the assisting soldier. That is when they met Xiamara Kathrix.
All three were brought into a tent and were briefed by commanding officer Lieutenant Powers. He assessed Kilian and Kalista and heard they were just passing by. He then briefed Sergeant Kathrix on a mission of great importance. He told her she was to escort the wandering rangers and head east to the Dwarven City of Hammerlock to appeal before the King. She was to request reinforcements to hold back the horde of green skins and monsters emerging from the south. If she should be unable to return with reinforcements she would be dismissed from duty. She was told there should be message sent already to notify of her arrival.
Summary to date 2
Then and Now
Upon many battles and follies along their travels the group has made it to Hammerlock. They seek conference with the King and are met with a cold reception. The king listens to their request but seems indifferent to the whole matter. He re-educates the party on Dwarven and Human Relations and how the Dwarves were given no compassion during the Greenskin war a hundred years before. With proper convincing the party implores the king into reconciling their differences and aiding in any way they can if, and only if, the current King of Strongheim apologizes in person on behalf of the humans. They were teleported to the seaside citadel of Strongheim and immediately discovered it was in ruins. Xiamara recalled to her companions on how grand this city once was. In order to discover what was going on the three companions made their way to the palace. Upon arriving at the gates they are greeted by Darian, an old companion of Xiamara’s. He is now captain of the guard and shared with them what had befallen the kingdom. The king had become Ill in his old age and his son refused to take up his responsibility as rightful heir. WIth no one to guide the kingdom, the city had slowly spiraled into discord and ruin. Xiamara’s father has gone missing from duty and was soon labeled a deserter and traitor to the crown.
Killian and Kalista encountered some folk still loitering the local bar, a large half naked goliath as the barkeep and an old run down guard looking fellow. These vagrants got word that they have been traveling with Xiamara and requested Killian and Kalista bring her by the bar. After Kilian and Kalista hesitantly agreed to bring her around.
Kilian and Kalista soon found and notified Xiamara who was reminiscing of the good old days while she waited in prison for the night for verbally accosting the prince while he grieved over his fathers death bed. The prince did not want to take the kings mantle and responsibilities and Xiamara expressed how selfish and spoiled of a child he was being. The party reconvened and regrouped at the old run down pub the next morning. Much to Xiamara’s surprise the old soldier and the goliath were her father’s old friends, Uncle Draxion Almerath and Uncle Bolo Barrelhauler Munaka. Many pleasantries where shed and soon after many questions were asked. They dodged most of the questions and implored them to sit and eat. As soon as they did another figure came from behind the bar and placed their meals in front of them. It was Xiamara’s Father, Bahar Raj Kathrix. “How’s it going kid?” he non-chalantly said as he served everyone a plate.
Summary to date 3
Then and Now
When our adventurers finally settled down after seeing Xiamara’s long lost father they divulged to the party that they plan on moving the remaining citizens to the old ruins of Strongheim in order to seek refuge. Before they do that they needed to find enough supplies in order to feed a whole city for a few weeks. Killian and Kalista recalled that their Home Villages in the Fortaure Forest had an unending food source that helped rejuvenate their people of mind and body for the whole day with just one bite but how will they have the means to get these mythical fruits? Just then a waggon seemingly propelled by large cones gouting flames out the back rolled up in a cloud of smoke. The tarp shimmered red and the paint along the side board made it look like the wagon was on fire. “Welcome to Flim and Flames Magic Emporium!” a highpitched voice squealed as the canvas along the side rolled up and the side board opened as a gate and extended out to a stage. Two gnomes stand on the stage holding sparklers looking utterly ridiculous. They peddled their explosive magical wares and also sold two scrolls of greater teleport. Off the party went via magical teleportation. Just outside of the main tribal civilization of Paloro City, the party saw the mythical tree under watch. Killian for a split second prayed to Ehlonna for a way to bypass the village and grab the fruit safely. Just then a miracle occured and the whole village passed out. They nabbed the fruit and took care of unfinished business before teleporting out of the village and back to the caravan.
They began prepping the citizens for departure while they saw the royal fleet leave the Western Continent shores. The party has learned that the prince has fled to the Central Continent. Kilian, Kalista, Xiamara and Darien began their journey towards the east to find the secret entrance to the underground lost city of Old Strongheim. A few days later after some encounters with some drow thieves and a few body swapping demons they managed to set up camp and scout for the cave entrance. Xiamara stayed behind tending to the townsfolk while the party came across a cabin in the vicinity and broke in. A few moments later there came a half-orc with a sack over his shoulder. He dropped his sack and began swinging an overly large chain over his head. Killian, Kalista and Darien were caught off guard as this hulking orc began howling louder and louder outside the cabin. The rangers scrambled out and began trying to convince the half-orc not to take offense but to no avail. They were ordered to leave their bags at the door.
He began to step forward swinging his chain wildly until Darien shouted in contest to the Half-Orc, “Root!” To which the half-orc stopped swinging his chain and scoffed at him. “Root!” Darien demanded. The half-Orc then laughed and put his equipment down and stood in a strong stance with his arms crossed. Darian ran his shoulder directly into him head down with an almost perfect spear pushing him back 10 feet. The rest of the party watched in awe. After catching his breath Darien stood up in a sprawled stance as if expecting to catch something. The Half-Orc stepped back ten feet and ran at him full force so fast that he seemed to blur and stopped with fist held out sending Darian flying into the side of the cabin 40 feet from where he stood. The half-orc laughed and picked up his sack and chain as well as the parties bags before going into his cabin and locking the door. Darien laid there winded and unconscious with a huge fist sized dent in his chest.
Elsewhere a Gnome Sorcerer by the name of Stogie comes across a nearby village. He meets the locals and soon encounters a wagon of a strange shimmering metallic color. Two gnomes by the name Brick and Brack came tumbling forth peddling magical wares of a mechanical nature. Even their horses were mechanical. Stogie was wary of certain trinkets and only purchased a few things. A tall cloaked figure standing nearby was mesmerized by the mechanical horses. The figure saw the gnomes converse and sell their wares to another gnome. When their business was concluded the wagon rode off and the cloaked figure stood by and stared at Stogie. As Stogie began to wander off he was picked up and stuffed in a bag. When he came too again he was sore and in bed. A large lumbering half-orc stood there at the foot of the bed staring at him. As soon as stogie sat up out of bed he was immediately harassed by his captor. “YOU MAKE STEEL HORSEY FOR THRASH!” The half-orc yelled dumping an assortment of old metal armor pieces onto the floor. After a few hours of being browbeaten by Thrash and several failed attempts at explaining he is not an artificer, Stogie made a half decent attempt at stacking armor together to resemble a mechanical leg. It then fell apart and Stogie was severely beaten for not fulfilling Thrash’s request.
The next day Thrash, being more brawn then brain, threw him a vial of magical adhesive to help him build the horse. Instead Stogie broke the vial at Thrash’s feet and began pelting him with spell after spell until the Half-Orc died. Upon defeating his captor, Stogie then ran into Bahar Raj and the Rangers trying to reclaim their stolen goods. Stogie explained everything and decided to go along with the party since he had no specific place to go.
Summary to date 4
Then and Now
Upon the defeat of Thrash, it has come to everyone’s knowledge that he was the informant or guide for the scouts when entering the cave to Old Strongheim, including how to find it. Draxion, The cleric, communed with the dead for Thrash to reveal to them the caves location and after they would let him rest. He did just that and was put to rest and given an honorable burial. The party then scouted down the long 4 day path back to the underground of Stongheim. Several underground encounters and a room full of living poisonous mushrooms later they made it to Old Stongheim where they saw it was since turned into a zombie necropolis. Evading the undead as best as they could, the party made it to the central tower, toppling and looting some dark cloaked beings along the way. Inside the tower with the help of some new found “invisibility to undead” potion they procured the party of Drax, Darien, Xiamara, Kilian and Kalista were able to bypass an ambush set up for them and make it to the final room of the necropolis tower where they were met with a giant gelatinous cube which they defeated promptly. Upon the Ooze’s defeat, there came a lone applause. There upon a throne appeared a devil clapping his hands in a patronizing fashion. He explained that the real necromancer had escaped when he heard there were adventurers approaching and if he had not shown cowardice then he would have easily slain you. The Devil smirked, “Too bad, I was looking for entertainment, but he’ll be found and punished for not facing you like he should have. Toodle-loo adventurers! Till next time.” and with that he disappeared in a gout of flame.
With the necromancy drawn out of the underground the heroes rest and return to the surface to escort the caravan of villagers down to resettle their lives in Old Strongheim.
Summary to date 5
Then and Now
Our adventurers came up to the surface to retrieve the rest of the caravan. They are met with a troop of 4 warriors resembling the guards at Paloro City, the city they stole the everlasting fruit from. It seems that because of the recent death of Killians mother, the Cheiftess of Paloro, it is her duty to take up the throne in her stead. Killian and Kalista go calmly and return to their villiage. Immediately after they come to meet the rest of the caravan the red flaming wagon they seen before arrives again this time peddling more flammable wares. Bolo buys up their unfiltered alcohol and they strike a deal with Bahar Raj to begin selling them wares down below in the old kingdom. The gnomes also bring aboard a male elf Druid by the name of Ayas Ulle. Before embarking and guiding the villiage throught the underground another surprise drops by and stays. Jadyra Cathrix joins the group after a long flight from the central continent and tells all about her travels which holds the attention of new ally Ayas.
Upon cleaning up the ruins and rebuilding within a month there came time for the refugees to get assigned jobs and establish trade along with restocking supplies. With this in mind they take note of what the villagers need and take off to the dwarven kingdom once again to give them notice that the prince has fled and that the villagers are still in need. After a long and arduous way through the underground they end up in the dwarven rock quarry and in the dwarven kingdom. The party of Xiamara, Stogie, and Ayas continue to gather the supplies they requested as well as recruit new potential villiagers to help rebuild Strongheim. In his search for supplies Ayas befriends a large riding geko. They manage to find a group of retired military dwarfs that inhabit a bar every day that are unhappy with the way their government is enforcing things and want to leave. The Dwarven kingdom, since news of the green skin attacks, embargoed all trade with the outside but not of course before the kings guests arrived for his birthday. The party was extravagant but was perfect timing for some other adventurers to try to steal the kingdoms prized jewels. The king was warned of this by Xiamara and immediately set up security measures. The Dwarven King himself didn’t seem to care for the refugees of the human City. The King quickly dismissed Xiamara, but allowed her to take whoever and whatever supplies she needed for this one instance. She received a pardon and could walk freely in and out of the dwarven gates anytime. With one shopkeep , a Large riding Geko and several retired dwarves in tow the party made their way back to Old Strongheim.
Summary To date 6
Then and Now
Our adventurers make their way through a long arduous treck through the dwarven mountain tunnels. With the additon of several dwarfs specialising in different trades and a horse drawn merchant wagon steadily leaving Hammerlock behind a whole new adventure awaits. Unfortunate for the merchant he should have to leave his horses and wagon or rather what was left of it after a purple worm encounter. The party on foot rested at the front entrance of the dwarven mountain preparing to rest and see the outside world once again. Xiamara on watch first watch heard the sound of digging and picking coming from the sealed entry way. The language of Orc and goblin mumblings could be heard on further inspection. Having dealt with the intruders the best way she knew how, she returned to wake Ayas for second watch. On second watch while the rest slept Ayas steadily patroled the parimeter wondering where his Geko friend might have scurried off to. Upon the end of the watch they found two dwarves have gone missing. With the help of animal companion Nix and his tracking abilities they were able to find an alternate exit in the form of a crack in the wall that lead them to a shack outside. Xiamara and Ayas were fleet of foot to track these two that strayed from the path. Stogie stayed with the remaining dwarves. There they discovered a dwarf clinging for dear life and the tracks of their betrayer. Orcs began to sweep the area and were justly dealt with by Xiamara and Ayas’ magic. The two party members discovered an orc Encampment nearby not more than a few hundred meters of the mountain enterance getting ready in battle formation. They quickly made their way back to the party and allowed Ayas to cast Wind Walk and Find the Path in order to quickly take flight and zoom back to Old Strongheim.
Summary to date 7
Then and now
When Ayas, Xiamara, Stogie and the dwarven party arrive at Old Strongheim. They are greeted by the hustle and bustle of citizens in an underground marketplace. The Dwarves were escorted to the central tower where Bahar Raj and friends reside. Unfortunately no one could find Bajar Raj and Bolo. Under guidance of Darien and Jadyra the Dwarves negotiate where they plan on residing in the city and what they will contribute to this slowly growing underground city.
Xiamara has a few interactions with Timmy and Travis, two brothers who grew up on the streets. They spelunk the nearby caves and hesitantly after being caught report of nuggets of gold just littering certain cave passages and also people going missing. Stogie went shopping for more resources from the local shop keeps including Flim and Flame’s wagon and a small girl selling unique artifacts from a makeshift kiosk. Ayas distributes what wares and supplies he promised to deliver and then goes to visit Jadyra to share with her seeds and other exotic plants found from their last visit to Hammerlock. Ayas also inquires about druid business and the central continent. More supplies and support for the thriving city are asked of the party to bring back from the central continent. Ayas is drawn to the central continent in order to discover more of his druid lineage.
Before teleporting to the central continent courtesy of Jadyra’s memory and a teleportation scroll sold to them from Flim and Flame the party scrys the whereabouts of Bahar Raj and Bolo. From the reflection of the waters they scryed into they saw what looked like Bolo put to a kneeling position at the mercy of four tentacle faced mindflayers as if presenting a prisoner to an official. When all seemed hopeless and Bahar Raj nowhere to be seen, one mindflayer directly behind the Goliath quickly shunts both arms into the back of the neck of each of the mindflayers on the left and right of him. Each of their eyes roll back and they fall limp. The visage of the squid faced killer begins to flicker as the familiar smirk of spreads pointed ear to pointed ear of Bahar Raj’s face and with another quick motion he slashes behind the goliath somersaulting into the shadow. Bolo then springs from his manacles and lunges his boulder sized fists at the mindflayer in front of him in a quick blur. More mindflayers begin to flank Bolo from behind wielding bidents. Before they could even strike Bahar Raj lands on top of them successfully stabbing one in the maw and driving another blade into another’s eye. With this, Jadyra dismisses the scry spell. Jadyra explained to the party that the two probably grew restless and went searching for the missing people. She reassured that the party need not mind them and should head out to the Central Continent to gather resources, establish trade and bring back more livestock and crops.
Bidding Old Strongheim adieu the party of Xiamara, Stogie, Ayas and his riding Geko, Nix teleported out.
Summary to date 8
Then and Now
The party teleported in front of an Inn. They seem to be on a dirt road leading to a great tall treeline a few miles away. There was a smithy, what looked like an exotic bath house and several horse drawn wagons rolling by on this road. The party was supposed to head toward the City of Yeste’ Orn. They asked around about the surroundings at the in and stable. Turns out the smithy was a Gjinn and a Mr. Ming owns all the establishments out in this area.
The party makes their way toward the forest where it appears the trees almost form a thick wall of wood grown trunk to trunk that doesn’t thin or separate until 50 feet up. The road ends at a large tree trunk about 30 feet wide and seems to tower above all the other barricading trees. Two elves in matching armor seem to be standing guard while another two inspect and guide carts to park in front of the tree. As the party arrives they speak to one of the guards. Ayas introduces himself to the guards and begins informing them of his background and qualifications as a druid. As soon as he mentions the name of her druid teacher the guards seize up and immediately sound an alert. In less than a minute there were 20 guards surrounding the party with curved blades out and more than 50 elves among the tree branches with arrows drawn and pointed at them. After an awkward moment of an elf of high rank barking at the group orders to lay down weapons and for explanations, a runner elf came and whispered into his ear. The guards were then ordered to stand down and a sharp whistle cut through the air. The Large tree began to uproot itself and stand up, moving to the side slightly to get off the road. Behind the tree could be seen a cobble stone road leading to a civilization bustling with activity. The wagons were ordered through except the ones not inspected and some wagons began to roll out.
The party had their gear confiscated and they were escorted into the city by 6 larger elves in heavy armor. They reached the foot of a large tree, dwarfing the one at the front gate by double its width. Two guards broke off from the formation as a platform lowered from above. On that platform were two larger than normal elves on each side of the platform next to cranks and pulleys. The lift began to ascend with the party and their guards. They saw why these elves were larger than normal as they watched them pull and crank on their ropes and pulleys simultaneously and seamlessly. After a few minutes of awkward silence watching balconies sink as they rose, they reached the upper most canopy of the tree where they stepped onto the balcony and were herded into a room. The party was met with a group of dark green robed figures. “Welcome to the Druid Counsel, student of One.”
Summary to date 9
Then and Now
Upon being held captive and ushered in front of the druid counsel the party learns that Ayas’ previous mentor was once the head of the druid counsel. He appaerently disappeared and was never heard from again until today. Since then the council has been left with 6 members presiding over all matters within nature and druid society and with an even number of opinions and votes many decisions were left unanswered. Because Ayas was the pupil it automatically made him heir to his position. Although some voices of the counsel disagree they cannot deny tradition. Ayas must now face trials to prove worthy of the position. As of now the trials have yet to be decided. The party was given priority accomodations and special guest privelage as they stay in the druid city. As night fell stogie heads to the bar for a night cap. Xiamara plans to rescue the Gjinn working as a smithy ouside the front gates from a life of servitude and Ayas spends time communing with his fellow elves and learning more about his family and mysterious past.
Xiamara manages to free the Gjinn by means of destroying his magical prison hes bound to. He is now a magical ally. Ayas discovers a mysterious mansion believing the Stormwinds are curator to historcal documents that might answer his questions on the shereabouts of his family. Sadly a lone guard tells him that the lady of the house has not been home yet and perhaps should come tomorrow. Something insideous within the manor gives Ayas chills as he’s ushered out the door. The night is long but everyone rests in their respective chambers for the night and are awoken by a summons to the counsel.

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