Radix - End of an Era

Game of 9/16
The Battle Caused by Rudeness

We chased Shawn and James to where they knocked down the door to a thieves hideout, where they are almost shot with a hissing arrow. Thankfully, the archer was a terrible shot.
The rest of us all make our way in slowly, but not before the arrow exploded.

As Amanda rages and destroys the enemies around us, the archer shoots another arrow, narrowly missing Amanda. We realize at this point, the arrows that the archer is using are really snakes that he set on fire, which explains why he hasn’t been able to hit us yet. As to why they explode, we’re not entirely sure.

The battle continues on, until finally the last enemy runs away behind a secret door.

James, being the nosy one, tries to follow him, but realizes that he could just be going into another trap, so he decides to stop. Shawn desecrates/loots the bodies. We found a bunch of cool shit.

Items found:
5 Guild daggers
4 Magic Longswords
2 Wands
2 Pairs of Magical Boots
1 Hat
1 Belt

We decide to head up to the city, so we go to Brap’s Tower, which is the easiest way for us to get there. As we arrive, our Quarter Master is noticeably trying to avoid being seen by Brap, while Brap doesn’t seem to notice the Quarter Master at all. Could there be a hidden romantic past between them? Find out next time!

Game of 8/5
The Tale of The Living Dead Tree, or the tale of how I stopped worrying and learned to love thrones

As we approached the city, a guard called out to our group, saying that we were being expected by Grengrr.

We of course go in head first, without directions. Shawn heads back for details and we are directed to the Consulate. While inside, we are overcome with a soothing energy, making us not want to fight. This immediately makes Amanda uncomfortable, who then leaves.

We got a magic stone (which we’re pretty sure was just John’s penis) that is to navigate us to Grengrr, making it obvious that we’re tourists (other than the fact that we’re, you know, us). During this time, a small kobold child approaches us and passes us. This will become important later.

We eventually find Grengrr’s abode, about 1/3 the way up the tree (250 ft up). We knock in anticipation, and Lady Death opens the door. There is an audible gasp.

She leads us to where Grengrr is sitting, and he looks strange. We eventually realize that he IS the tree, and is petrified, much like the rest of the tree.

Grengrr goes on to explain about how he once had a plan to bring dawn back to the city, but was met by much opposition. Many wanted to keep the city dark. It was also explained that there was an on-going war over water in various parts of the city.

Lady Death then spoke up, telling us that she is not at her full power, and that we need to change the order that we are sitting on thrones, that way she can regain her full power back. If we do this for her, she says that we will have a legit God on our side.

There is much discussion, as we have carefully planned out the order of the thrones as to not royal fuck up everything for everyone. We eventually reach a conclusion of a new throne order:

We then decide to go find and save our little Dwarven friend, who has knowledge on the whole Dawn/Dusk thing, and we should also wrap up the Necromancer Quest

As we leave, with a renewed sense of vigor and enthusiasm, we spot a kobold child, holding a coin purse and throwing a coin into what looked like a trough of blood. James realizes his coin purse, filled with maybe 12 gold, is missing, and gives chase to the child, who books it. Shawn follows, because why not. They see the child go into a house, and bust the door down, thusly starting combat where the bad guys have initiative.

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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