5e Forgotten Realms Adventures

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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Elturiel
2/18/17 (GKL)

Session Notes

Sat 2/18/17 @ GoKart


At Elturiel

  • Big warding light atop the city, keeps undead at bay
  • Capital of this area
  • At tavern: Pair of Black Antlers. large tavern, very busy
  • This is the HQ for The Order of the Guantlet
  • Ontharr is not present.
  • Met up with Liosen and a few other Monks
    – Looking healthy
  • Told him the cultist army moved, heading west, toward Candle Keep and Baulder’s Gate.
  • Must be going north to the Tradeway (up the west coast), could not attack Baulder’s Gate at present strength.
  • Liosen tells us more about Ontharr and OotG and general
  • Spread Greenist raid exploits, Ontharr will respect us more

Spreading Tales

  • Ander arm wrestles and does man-stuff
  • Tavok talks news with some dwarves in the tavern
  • Doran observes symbols fashioned into pins on members: Gauntlet grasping a sword by the blade as well as those of Torm
  • tries to talk up the bartender, fails but talks a lot about beers
  • Olden, local brewer
  • Red, berry ale, not sweet in scornabel. Red Scorn
  • Then went on stage and told the (mostly, partly true) story of how I won my gem
  • This succeeded while Ander and Tavok were talking with their tables

Next Morning

  • Doran and Ander explore the local shops and crafts
  • Ander discovers his dog in an alley, starved and filthy
  • Axe the Dog (Mastiff). collar, armor beat up and gross
  • Gets cleaned up at a vet? some game keeper

Back at tavern

  • Private space off the common room
  • Liosen and Ontharr are there
  • many pitchers of red wine
  • Ontharr speaks. we fill him in on the details
  • Asks us to follow the cult to find out their plans and where their loot is going
  • Asks us to join OotG or Harpers
  • Ander joins OotG
  • Tovak joins neither
  • Doran joins Harpers

Mission: Meet Human trader Aken Solovan in B.G., outer city, Blackgate district. may help get connected as caravan guards or adventurers. Drop Ontharr’s name.

2 Day’s Wait for Armor

  • Get new clothes, hair, outfits to appear different to the cult.
  • Mounts come with on the boat (after serious negotiation)
  1. Uneventful ship travel
  • Arrive at B.G.

Baldur’s Gate

  • Expect 2–10 days’ wait for cult to travel through.

Ontharr Frume

  • Human, Paladin of Torm
  • Leader of the Order of the Guantlet (OotG)
  • Based in El Turiel
  • Broad shouldered
  • Jovial, rough-housing, loves pranks, good drink, go get’em type

Order of the Gauntlet (OotG)

  • Emphasizes faith, vigilance, and fighting threats of evil.
  • Disciplined
  • Hierarchical
  • Mainly paladins and clerics

Cult of the Dragon

  • Army of humans, kobolds, mercenaries
  • Unknown end-game
  • Supported by a Blue Dragon
  • Organized into cells, spread out geographically
  • Breading dragons
  • Feed captives to drakes

Cult NPCs

  • Rezmere – Black Dragonborn (half-dragon), led that cell
  • Sinrath – Blue Dragonborn (half-dragon) (dead)
  • Mondath – Female human mage, right hand of Sinrath (dead)
  • Actual Blue Dragon

Harpers

  • Order of folks
  • Liosen belongs to this group*
  • More secretive than OotG
  • Loosely organized, agents have wide freedom to act
  • Dedicated to equality and justice, keeping power out of the hands who don’t deserve it.
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Baulder's Gate
  1. Session Notes
    Sat 2/15/17 @ GoKart
    Year 1489

Mission: Meet Human trader Ackyn Seloban in B.G., outer city, Blackgate district. may help get connected as caravan guards or adventurers. Drop Ontharr’s name.

  1. In Baulder’s Gate
  • Expect 2–10 days’ wait for cult to travel through.
  • Blackgate district is in the Outer City North of the city wall. The northern outer city
  • Ander Procured free stabling and board in garrison
  • Talk to Grangarr in Blackgate
  • Toured through the (rather misnamed) Hall of Wonders
  1. Blackgate district
  • Ackyn Seloban. Sells materials of long-distance fright hauling, repairs wagons,
  • Join either the cultists caravan, one of the other caravans
  • Can put in a word for us as guards
  • reputation is important to these groups
  • what will the cult look like? kobolds and dragon kin would not e allowed in the city.
  • The wealthy roll by in palaquins
  1. Cultists Arrive
  • We recognize cultists supporting one of them
  • Follow them through the North Gate
  • They talk to Ackyn about hiring 5 wagons to Waterdeep
  • They also need to get some guards
  1. Job as Guards
  • Achreny Ulyeltin Human merchant, smelly, vulgar, no manners
  • 2 wagons, furs and uncured hides
  • 1 bodyguard (10g/tenday), 4 basic guards (5g/tenday)
  • wagon driver and 2 laborers
  • silk merchant
  • 1 wagon silks
  1. Caravan Leaving
  • Six other wagons for merchants, one group moving
  • travelers on horses, some walking, some on wagons
  • Most going to Waterdeep. 170 miles
  • 15 miles/day ~2 months
  • Cultists sticking to themselves, don’t mingle, or do rarely
    *
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