Pirates of the Dragon Seas

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
Session 1
We Surrendered to Kobolds

shipwreck-001.jpg

Erin Falcaster and Newt are shipwrecked on an island southeast of (Dragon-Cuba). After combing the beach for usable flotsam, they bury what they can’t carry and make a map with which to retrieve it later. Back on the beach they meet (claimed) fellow survivor Thamior and begin marching down the coast in search of civilization, singing a jaunty marching tune.

Heskan approaches the party, warning them of aggressive kobolds and the foolishness of making so much noise. The humans learn from him that the island has no settlements to find. They accept his offer of shelter at his cavern-campsite where they will collectively plan their escape from the island — and, in Heskan’s case, from the Dragon Sea itself.

kobold-001.jpg

On the way through the jungle back to Heskan’s cave, the party is ambushed by the kobolds. The battle goes poorly, with first Thamior and then Heskan falling to the multitude of tiny adversaries. The remaining humans surrender to the kobolds, who are shocked and delighted to have defeated the “Great White Dragon”, as they call Heskan. The humans are made to carry their companions to the kobold village where they are all imprisoned in a 10’ pit until the kobolds decide how to deal with the spoils of their unexpected victory.

The humans tend their companions’ wounds until later in the night. Under the cover of the kobolds’ noisy victory celebration, they plan to climb from the pit and use Newt’s Produce Flame cantrip to set the grass huts alight as a diversion. It almost worked, except for Erin’s noisy chainmail. The group end up fleeing through the jungle, arriving at Heskan’s cave perhaps ten minutes ahead of their kobold pursuers.

View
Session 2
Escape from Kobold Island

Dragon_Skeleton_by_LordArkey.jpg

Deciding that the cave mouth is too broad to be defensible, the group retreats into the unexplored depths of the cavern. This turns out to be the huge lair of a gargantuan white dragon. Fortunately, the dragon is long dead, with only its skeleton remaining. The obligatory search for treasure disturbs a giant spider lairing in the skull. Newt’s attempt to Speak With Animals is unproductive, as is Erin‘s attempt to masticate it with the dragon’s jawbone. So Thamior shoots it dead.

Disappointingly, the cavern had been picked clean long ago. Inside the dragon’s chest (its actual ribcage, that is) is but one large white gem and a pair of desiccated kobolds cocooned by the spider. Erin strings up the kobold corpses at the entryway with spider silk, hoping to deter the approaching kobolds.

The group locates a natural chimney wide enough to crawl through at the back of the dragon’s cavern, and use it to escape just as the kobolds arrive and spot them. (Thamior shoots one of them dead as he leaves.) The crawlspace leads out to a 50’ drop off of a sheer cliff face. Newt, second out, manages to fall. Erin, first out and already on the ground, manages to break his fall by bouncing him off her shield. Once everyone else is safely off the cliff, Heskan performs some Eldritch Blast sharpshooting to retrieve 49½’ of the original 50’ rope.

clouded-leopard-cubs-590ds052510.jpg

The group circles away from kobold territory along the base of the cliff, eventually coming across a grotto. Hoping to find shelter for the night, they investigate and find a big cat asleep inside. Erin’s first impulse is to capture it in a sack, but “big cat” actually means “leopard” in this context. So she wrestles it to the ground instead while her companions club it unconscious. The leopard has a pair of adorable kittens, one of whom (“the feisty one!”) Erin claims as a pet. As a druid, Newt finds this all rather distressing.

The group puts as much distance between the mother leopard and themselves as possible, but it’s after midnight and they all need to rest. Reaching the end of the cliff face allows them to ascend to a small plateau near the summit of the island and make camp for the night. Watches are posted to prevent kobolds sneaking up or kittens sneaking off.

Next morning the excellent visibility from the plateau reveals a scavenging salvage (“scalvanger”?) ship working the coast near Newt and Erin’s original shipwreck. The group hastens down to seek passage off the island. Unfortunately, the dragonborn beachcombers from the ship and Heskan are old enemies and negotiations go poorly. The final insult is when the beachcombers turn up with Erin and Newt’s now-unburied chest. Erin charges the crossbowmen, shrugging off a bolt and decapitating the nearest of them. The open violence works unusually well; the group slays all their dragonborn opponents while suffering only modest injuries in return. They even manage to pass the leopard kitten among themselves during the battle so that it doesn’t escape. As hostilities are about to conclude, the local kobolds join the fray. Knowing that the kobolds’ primitive weaponry will give them a disadvantage at range, the group commandeers the beachcombers’ rowboat and rain artillery upon the kobolds from safely offshore. Sensing another potential captive, Erin attempts to knock out the final fleeing kobold with one of her throwing axes, but misses. So Thamior shoots it dead.

Uncontested upon the beach at last, the group retrieves their chest and loots the bodies for crossbows and pocket change. Heskan props up one of the dead dragonborn on the prow of the rowboat and the group row out to the ship. The ship’s mate raises the alarm, so Thamior shoots him dead. The only remaining member of the ship’s crew is its captain, a formidable red dragonborn who harpoons the rowboat with a swivel-gun, reels it in with the attached chain, and sets the party and the entire rowboat on fire with his breath. Astonishingly, there are no further deaths following this. Newt puts the fire out using Create Water, the dragonborn captain backs off to the opposite side of the ship (possibly feeling it’s best to be out of firing range of Heskan’s Eldritch Blast and Thamior’s tendency to shoot people dead) and the group climbs the harpoon chain and boards the ship. The captain needs a crew to run his vessel; the group needs someone to captain it. A testy agreement is struck, that the group will follow the captain’s orders. For now.

View
Session 3
A Hive of Scum and Villainy

PortCity.jpg

  • Dragonborn captain pulls Heskan aside to establish his loyalty
  • Pirate attack upon a human-crewed ship, berserker captain and swivel guns, only Newt managing to look cool
  • Erin challenges the dragonborn captain for the prize ship; lengthy battle while Thamior loots belowdecks
  • Anton, sailor from the prize ship, added to the retinue
  • Sail to the nearby dragonborn port Aurixkihlek (a.k.a. the city of gold) with the original ship in tow; all the cinnamon-dipped herring U can eat
  • Arrange for mooring from the harbormaster, and for selling the dragonborn captain at the slave markets; also leather goods (whip, collar & leash)
  • Lavish meal at the Eighth Circle tiefling-run tavern for non-dragonborn; spotted Badass the centaur captain from the pits of Tarterus and his gryphon parrot
  • Returned to the slave markets for the early session; bought Thomas and sold the dragonborn captain to mysterious red clan rep
  • Erin went to a spa and changed into her fancy froufrou clothing while Thamior fenced the cinnamon for big $$$
  • Promenade to the embassy district to report Erin and Newt’s survival and grant asylum to Heskan.
View
Session 4
How to Win Friends and Influence People

PortCity.jpg

  • Erin stayed at the embassy to study navigation under Heskan’s tutelage
  • Newt checked at the docks and discovered that human day-laborers could be recruited in the mornings
  • Thamior checked the hub for quests, found a job bounty hunting white dragonborn bandits
  • Newt also discovered that the Redmane clan was crawling all over the prize ship; a dragonborn aristocraft named Balazar had him summon Erin to treat.
  • Erin had more trouble deciding what to wear than negotiating with Balazar; accepted 700gp for the ship.
  • Located, defeated, and returned bandits to local precinct
  • Returned slain dwarves and their goods to dwarven embassy
  • Partied hard with the looted barrel of wine at The Eighth Circle.
  • Picked a crew in the morning, searched the marketplace for cargo, and spent the entire day readying for the voyage back to Port Anselon. Also assorted personal items: potion of healing for Newt, downpayment on dress plate armor from the grateful dwarves for Erin.
  • Set sail the next morning, heading north to the big beacon. Avoided a kraken, but not a “ghost ship” being used as a decoy by sahaugin pirates.
View
Session 5
They Ruined My Prom

spilled-beer.jpg

  • Return to ship, fighting Sahuagin
  • Split the party: Erin + Heskan go belowdecks, Thamior and Newt separated abovedecks
  • Erin falls down the hatch. Feist fights. Thomas saves Heskan with a shove.
  • “Death by Natural Causes” is Newt’s new catchcry
  • Defeat sahuagin with Newt and Heskan unconscious. Lost 2 crew.
  • Arrive at Port Anselon
  • Erin introduces Thamior and Heskan to her parents, who reveal that there’s a griffon entourage with a dragon.
  • Thamior finishes a bar fight over a spilt drunk and stabs a dockworker
  • Heskan meets the bronze dragon Sharptooth.
  • Erin is made to learn dance moves by her mother, and to do the night vigil atop one of the spooky giant stone heads before tomorrow’s knighthood ceremony. Meets Newt in the morning, waiting for a sign of heaven’s favor. Head druid Alistair Crow presiding.
  • Legend of the Table Flip Slasher — rumor gets around about Thamior’s bar assault, although nobody’s fingered him quite yet.
  • Flamenco/matador dance with a white rose and Swiftbeak the griffon ambassador
  • “They ruined my prom!” Erin’s knighthood ceremony is interrupted by the kidnapping of Swiftbeak’s daughter Guenevere. (She’s half duck which floats, and half kitten which sinks.)
  • Erin pulls rank and diverts town guards from arresting Thamior and into helping chase the kidnappers (possibly disguised as druids?). Bloodhounds lose the trail east of town.
  • Alistair does a divination and sends the party to an abandoned fort on a small island just east of the main port. Party is flown there by Sharptooth and some of the griffon entourage, but the quadrupeds won’t go inside with them….
View
Session 6
The Temple of Doom

minecart_track.jpg

  • Wererats give us directions and are reimbursed for their help
  • Subterranean prison; Heskan euthanases a caged skeleton
  • Minotaur skeleton slam-dunks Newt
  • Hook up an elevator cage, determined the existence of a further cavern beneath the pit.
  • Short rest for Newt to recuperate and Erin to rally everyone.
  • Descend into an alcove; Thamior locates zombies, planned ambush headbursts 4 zombies in the surprise round
  • Continue along to a mining area, fight with a zombie ogre and six other zombies, another short rest to recuperate. Erin offers Thamior a combat tip about using a dagger in his off hand.
    minecart.jpg
  • Thamior disguises everyone as zombies; Newt and Thamior push the cart with Erin and Heskan in it around the mine
  • Minecart gets loose (Erin rolls a 1, pulls the brake lever loose) runs over zombies. Newt and Thamior pretend to be part of the pursuing horde
  • “Hold your breath…they can smell your brains.”
  • At the end of the rail, unmarked ship with zombie dockworkers. Erin and Heskan retreat, pursued (slowly) by dock zombies
  • Heskan breaks disguise and assassinates ogre zombie once Newt and Erin arrive
  • Everyone impersonates zombies successfully (Heskan pretends to be a crate) to board the ship and ambush and knock unconscious a live human in the captain’s quarters. Heskan casts the gangplank off; after a brief scuffle the remaining shipboard zombies are tossed overboard. Zombies remaining on the dock are easy pickings for Heskan’s Eldritch Blast.
  • Thamior sneaks down the mooring rope to check out the dock office, finds only old paperwork from when the mine was in operation.
  • Newt and Erin very…slowly…row…the ship out of the cavern. A search of the ship turns up silver ore rather than the missing Guenevere.
View
Session 7
Bad Moon Rising

stone-heads.jpg

  • The smuggling ship with the crates of silver ore is sailed to the city docks, and the crates directed to the warehouse with the other trade goods.
  • The foreman is interrogated in a dungeon cell under Falcaster Manor. It turns out he’s not the one that raised the zombies, he was just working for “Feran”.
  • “I thought you looked hungry”
  • Meeting with Alistair at the druid temple where some guards are marshalled for an assault on Feran’s lair. The druids are unable to lend personnel; they have particularly important religious duties tonight.
  • Newt and Thamior (in rat form) scout out Feran’s hideout
  • Thamior climbs down the cliff and enters the cave.
  • Inside they spot a minotaur skeleton guard, which Newt bypasses as a rat to discover Feran’s necromantic laboratory further in, guarded by a second minotaur skeleton.
  • Thamior fails the climb back up, is knocked unconscious and abandoned by Newt.
  • Erin, Thomas and 4 guards decide something must’ve happened, and approach by rowboat
  • Newt is found unconscious on the beach; Thamior put in the boat with one guard
  • Erin, Thomas and the guards battle the sketelons while Heskan and Newt fight Feran.
  • (This was Jason’s first battle with a full-blooded caster. Succeeded in casting Crown of Madness on Erin, but couldn’t keep concentration on it with all the ranged attacks.)
  • Feran takes down Heskan, but the martial group brings down his last minotaur. He casts Invisibility and runs. Newt beans him unconscious.
  • Erin gets all excited about a theatrical interrogation; what about that big stone table on the promontory and a bunch of druids with sickles? Newt talks her into doing it at the guard station in town instead.
  • With the Gildastani ambassador acting as “bad cop”, Feran admits to the tax evasion, but doesn’t know anything about the griffon girl. The ambassador is very unhappy at the dead end and demands something be done.
    vieille-religion-pleine-lune-megalithe-200po.jpg
  • Erin capriciously reverts to her original plan and heads back to the druid temple.
  • Newt lawyers Erin into respecting longstanding island tradition and respecting the sanctity of the druids’ rituals. But Thamior and the ambassador aren’t so bound, and head up to the stone table to see what’s going on.
  • Thamior spots the druids preparing to sacrifice the griffon girl, and sends the ambassador (who hadn’t yet seen) to fetch Erin.
  • Erin demands answers from Alistair, who explains that Bellicus demands one of the outsiders be sacrificed, lest the island suffer His wrath. Erin is (surprisingly) convinced and attacks the ambassador instead, who ends up subdued by a dozen druids with shillelaghs.
  • The unconscious griffon girl ends up saved, Feran and the ambassador are tossed off the cliff into the sea, and a cover story is made up: the ambassdor died a hero, fighting the evil necromancer to save his daughter.
  • Heskan tries to interfere with the druids’ ritual, since he defies Bellicus and all his works. The druids do succeed in their sacrifice, and then transform into wolves, running down and killing Heskan.
  • The trade negotiations fall apart without the ambassador, but the secret of the sacrifice is kept. Erin gets knighted by Alistair, but knows that she’s betrayed her Oath of Devotion by killing two people to protect a lie.
  • Erin’s parents send her to [Landlocked Human Nation] to search for a husband, assigning her old teacher Esmey Grim as guide and bodyguard. Esmey is unusually well-travelled and has previously visited [Landlocked Human Nation].
View
Session 8
On the (Dwarven) Road Again

minecart_track.jpg

In addition to Erin, Thamior, Newt, and Esmey, the retinue bound for the dwarven kingdom on the mainland includes Erin’s new handmaid Helen Hale, Thomas in his capacity as Erin’s squire, and the leopard Feist.

Feran’s impounded ship is christened “The Silver Runner”, loaded with the crates of silver ore, and sailed to the port town of Watergate in the northern part of the mainland dwarven kingdom. Esmey uses Watergate’s architecture as an opportunity to school everyone on the history of dwarven stone fortification and the vitality to cannons.

The harbormaster mentions a blockage in the northern part of the dwarven road causing delays in transport. Nobody knows why traffic isn’t getting through, but it’s backing up the docks and causing unrest on the street.

Erin hits the mercantile district; after all, she’s a merchant here to trade silver! The word seems to be than it’s some manner of monster causing the trouble, but nobody’s escaped to tell what sort. She tries to drum up support for an armed convoy to break the blockade. None of the dwarf merchants are willing to take the risk, but she finds a minotaur caravan made of sterner stuff and willing to dare the monsters blocking the road.

Thomas is geared up to Esmey’s specification and on Erin’s dime to be a plausible caravan guard: a musket (student grade), studded leather, alchemy supplies for making gunpowder, Erin’s old shield. Erin upgrades to a +1 shield with a loan from Esmey. The abundance of hand-me-downs even sees Helen outfitted in something more appropriate for the rigors of the road: Thomas’s old leather armor, Erin’s dagger, and Esmey’s light crossbow.

After a night in a good inn, the Amarantine party joins up with the minotaur caravan, which is led by a fellow named Cowson.

Reaching the site of the previous disappearances, Thamior is sent ahead to scout. He hears growling and pulls back without seeing anything directly. His report upon returning is that it must be big, but whatever it is, it’s alone.

Leaving Helen back with the caravan, Erin marches in as heavily-armored bait, with the remainder of the force following 50’ behind. It’s not a subtle approach, but it works — she makes contact with a fearsomely beclawed green-skinned humanoid, twice the height of a man but for its hunched posture.

troll-1.jpg Newt identifies the creature as a troll, and uses Flaming Sphere to suppress its regeneration ability while his companions and the minotaurs hack it down. Two additional trolls are drawn by the commotion and a two front battle ensues, with the minotaurs holding back one troll and the humans holding back the other, while Newt stays in the middle directing the Flaming Sphere on one front and using Produce Flame on the other.

Searching the area after the battle, the trolls’ nest is found to contain a small amount of coin, sundry weapons, and one genuine treasure: a +1 greataxe. This ends up being gifted to Cowson, the leader of the minotaur caravan guards.

The company is feted upon their arrival at the dwarven town of Northgate.

View
Session 9
Didn't get the Middle Finger

Flexed Erin’s status to get put up by dwarves at Northgate

Joined a sergeant of the dwarves to head into the capital via the underground road

Tunnel collapse with terrorist graffiti, pause to play chess/help clear

The Red Terror escapes with Erin’s rightful plate armor.

Arrival at Hearthstone.

Travel to the dwarf capital Forgeholme.

Met with the king of the dwarves at a lunch with the dragon ambassador Lord Solfarix. A week hence the retinue is to start travelling to the main capital of [Landlocked Human Nation] where there will be a conference with all the leaders of the different nations which is usually held every ten years.

Lord Solfarix pulled the group aside to ask for help with a young green dragon which was causing unrest with the nesting ancient dragons. The dwarves have a contract with the dragons to allow them to hoard peacefully; in return they get the peace of mind that only a large group of dragons can provide. The rogue dragon has been pilfering hoard treasures while the dragons have been sleeping. Solfarix gave the group an inquisition gem (pretty much the dragon version of a warrant) to allow you to talk to the nesting dragons and find out what is happening, hopefully allowing them to find and take out the menace.

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.