Daggerford

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.

View
CURRENT CLACK #1
the latest gossip & rumours about town

slaine_conan_small.jpg

1. Less than a tenday ago a group of boorish young Waterdhavian nobles entered the Laughing Hollow for sport and hunting after getting bored of ‘slumming it’ in Daggerford. Locals know better than to trespass in the elf-infested forest lest they court the wrath of the King of Laughing Hollow. No one expects the youths to return, and given their many unpaid debts and broken flagons left in town, no one wishes it either.

2. Word is that Duke Pryden’s youngest son Lord Pwyll is itching after an adventuring career now that his older sister Lady Bronwyn has returned from her first campaign. The Duke’s eldest son Marquess Merovy has carved quite a reputation along the Delimbyr River up to Secomber. It is said that he plans some day to explore the upper reaches of the Unicorn Run. Tattle has it that Lord Tarn Urmbrusk has shown interest in financing such an expedition.

3. A caravan, or what remained of it, limped into Daggerford yesterday up south from the Trade Way. Talk is that a ‘monstrous’ group of bandits has started raiding trade somewhere between Daggerford and the Way Inn. One of the survivors is recovering at the Lady Luck Tavern. He swears it was ‘ogres, gnolls or the like’. This is the third such caravan to have gone missing. Others have spoken of a ‘ghostly moaning’ accompanying the raids.

4. There’s talk that the Zhentarim have been spotted near Daggerford. Its unusual to find them so far west what with their war in the Moonsea and all. Luckily Robar put them all to the sword. The man just slew a dragon single-handedly, the Zhentarim are nothing. Daggerford is blessed to have him.

5. Lord Llewellyn, Master of Arms, was overheard grumbling about the Duke. Seems the Duke is none too happy with the proposal by Piergeiron Paladinson, the Open Lord of Waterdeep, to increase Waterdeep’s military presence in Daggerford. Llewellyn thinks we need all the help we can get what with Cromm’s Hold in ruins and dragons and such. A practical man, Llewellyn takes after the old Duke Conan, Tymora rest his soul. …You do know what they say about the two of them, don’t you?

View
Off to Laughing Hollow

feywild08.jpg

The party pokes through Daggerford’s current clack, turns down the plea to investigate caravan raids to the south, and instead strikes out to track down some Waterdhavian nobles who had reportedly gone missing in the Laughing Hollow.

The adventurers also hope to meet the wood elf King of Laughing Hollow, who is rumoured to dislike intruders.

Setting out from Daggerford, they spend the better part of the day trekking to the Laughing Hollow. Near dusk they spy a squat stronghold known as Black Helm Tower, home to a High Herald.

Just as mountaineers climb a mountain “because it’s there”, so do adventurers attempt breaking and entry into private property “because it’s there”.

Ingun conducted an augury to determine if it was wise to proceed. Despite the result of Woe the party resolved to enter.

Black Helm Tower was guarded by a magical mist in its courtyard filled with Helmed Horrors. Despite tying themselves to a single rope the adventurers manage to survive the mist but fail to penetrate the magically-sealed doors of the tower. Looting was foiled by teardrop-shaped impressions in the ground floor door and the trap door on the roof. Kit managed to snag a rather oversized shield from a fallen Horror.

Tactical Innovation: Shilleagh and the Help action proved remarkably effective in bringing down the highly resistant Helmed Horrors.

Battered, the party rested the night before descending to the Hollow.

Entering the forest via the riverbank the party ran into some pixies in a mushroom glade. Pixies being pixies they pranked and giggled and eventually vanished from sight when the adventurers lost their sense of humour.

Travelling further down the river the party passed under a living arch formed by trees leaning over the Delimbyr. With this, they left the Realms and entered the Feywild.

A quick test of the stability of the portal revealed that moments in the Feywild were possibly hours, or longer, in the Realms. When they entered it was mid-afternoon, when they stepped back through it was night.

Unperturbed, the adventurers were set to carry on until they heard the thunderous footsteps of hill giant who had come down to the river to slake his thirst. Hiding from view they let Sutha the polymorphed lizardfolk ranger fast talk the dim-witted brute to showing them any signs of humans.

Deciding that Sutha didn’t seem tasty GRRRnch the hill giant led her to a small (by hill giant standards) cottage where he dwelt with another of his race and two ogres. The rest of the party followed behind.

GRRRnch’s hill giant companion decided to cook Sutha by throwing her in the cooking pot. Luckily the ranger managed to avoid falling in, deftly drank a potion of invisibility and hoped for the giants to start arguing over where she had gone and whether or not to eat her.

View
What In The Feywild???

wildhunt.jpg

From the diary of Ingun Ambleway, Opener of the Way of It Which Has No Pronounceable Name, Ia! Ia! etc etc:

So, our first meeting with Feywild hill giants (and their ogre pets) didn’t go so well.

After trying unsuccessfully to pull a talk-the-stupid-lunks-into-fighting-each-other trick, the group gave up and let spell-bolts and bow-arrows fly. I hung back and let the grunts do the work. While they almost pulled their weight this time, the wood-elf Einnor got himself dead.

Then this fey child, Ceilidh, appeared. Claiming to serve a creature called “Lady Twilight”, she assured us her mistress will be able to raise our dead druid. The catch: Lady Twilight lay ensorcelled, trapped within a briar prison.

To free her, we were to quest for three artefacts: a book, a bell, and a candle.

Typical. The Fey never make things easy.

We weren’t the first group commissioned to this task; the missing nobles of Waterdeep -who’s trail we’d been on – were involved. Ceilidh informed us that these rakes had violated the Lady Twilight’s person.

They received their just desserts. Some of their bodies we found hanging from treant-creature; the rest were just tattered remains, gnawed on by some hunter fellow and his dire-wolf pack.

(A so-called “Wild Hunt”. Honestly, the Fey and their fancy names.)

Getting three artefacts was easy enough. The candle pushed back Lady Twilight’s briar prison; the bell shattered her glass sarcophagus; the book contained a song to rouse her.

The Lady woke up annoyed and unexpectedly pregnant – presumably by those Waterdhavians.

We assured her we were not involved with that, of course. She was indeed pretty – but quite conventionally so. (I no longer see the appeal. My Master has shown me the delights of less usual fare.)

View
What In The Feywild??? Part 2

green_dragon.jpg

Lady Twilight was obviously an Archfey of dread power. The others were somewhat hesitant to enter into an alliance with Lady Twilight – she asked us to join her in a war with some “Stormlord” character, who seemed to rule the Feywild equivalent of the Prime’s Mount Illefarn –

But, you know: POWER.

Also: a way to raise our dead druid servant Einnor, via a magic cauldron – held, Lady Twilight informed us, by an ancient wyrm somewhere out there, in a magic fog.

So more questing, more legwork. We walked to a ravine, and down into it, down its sides, into a hedge maze. We fought spiders and giant crickets. And then: the dragon.

Our parley was fitful. Here even the bard Pari faltered, fazed by its imperious manner. Dragons are difficult, I’ll admit. Its ancient guile and emerald armour, its uncaring talons and flashing, magical eye. It triggered in me a prey instinct.

Oh, the weakness of flesh! How I wish I were as my master: beyond such material concerns!

Thankfully, we managed not to fight dread Verdestrix. Lady Twilight seems to have some sort of control over vegetable matter, and the seed pod we were to offer the dragon conveyed her consciousness; functioning like a communication device.

Terms were agreed to, and soon we were lugging a bulky cauldron back up the ravine. The fey-queen was good on her word: a ritual and Einnor’s soul had rejoined his body, and he was back among the ambulatory.

(This resurrection mechanism requires more study. It seems to bypass the high theoretical work usually required for plane-crossing thaumaturgy.)

We are now sworn allies of Lady Twilight and her war against the Stormlord. I don’t care about Feywild politics. Fey POWER, on the other hand …

Evaluation of my allies continue. Kit: useful, and our values align. Pari: useful, and though sentimental willing to listen to reason. Sutha and Einnor: useful, for their wilderness expertise and for being bodies between me and the messy beasts.

PS: Ia! Ia! etc.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.