World of Kharros

Time in Vackos
Downtime sessions

So far the party have taken part in the foxes battle arena.
They learnt about what Aurisha saw before she died and Norro told the group about his investigations into the number of missing people being reported. He believes that the 2 factions and the lord are working together to collect mages and send them south, this was confirmed by the vision.

They visited the undercity and spoke to Balthuia as well as learning about an auction later in the evening.
The group then split up, The girls going to a tailor and the guys going to see the lord.

The lord was able to tell them about an incubi who has been attacking people within the city, which he would be willing to pay if they can prove he has been killed.

While waiting for the Incubi to starve the group participated in the robbery of the home of Suran Thindel. They also all spent some time trying to learn new skills, Aurisha practiced with her new Crossbow, Ragnis learnt about different types of magic as well as attempted to practice picking locks. Bawreen practiced the pipes and John-Boy learnt the basics of poison.

Ragnis also got a rapier enchanted with a Vind rune. The group registered themselves as Project Badass, getting a crest designed as well as a stamp made. They also commissioned some banners and bought a carriage and horses.

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First day in Varkos
6th session

The group entered Vackos where they encountered crowds of people and market stalls. Upon seeing a goliath of the Stonefist clan, John-boy asked him why people call him a goliath and learnt about his stones endurance.
They managed to get Laserie Nuumel home to her father who paid them a reward and offered them a meal after he closed up shop.
While the group waited they went to the Dogs Alehouse to meet the Disgraceful Civilians, where they learnt about a fight club owned and run by the Foxes. They were also told about a plan to burgle the home of Suran Thindel.

They met Tane, Lugdog (mad dog) and Gritt, they were also told Norro was in the undercity searching for information on a woman who went missing (kayleigh), they finished off the day by going to the foxes warehouse, where they discovered the inside to be much larger and custom built for fighting than the outside would let on

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Eysgate and the storm
Sessions 3 to 5

The party decided to head north to take Laserie Nuumel home. Before they left Thrumils caravan to go with Thrundil, they decided to drop in on the noble Suran Thindel. They discovered he was a wizard who is on his way to the capital to take his father’s place as head of the company. They also learnt he was taught by Sengric, a golemancer who lives not far out of Eysgate. As well as more information on how the wild storm and how the storm creates sorcerers.

When they got to Eysgate Thrundil decided to buckle down and wait for the storm to pass. While there the group learnt about a group of mage hunters who passed through looking for a group of individuals who matched their descriptions.
They spent some time in the town restocking and getting equipment for themselves and Laserie from Bins Blades.
On storm day the mage hunters arrived and a fight broke out. They killed the mage hunters and melted their armour and equipment down in the forge and stuffed the bodies in a bag of holding.
On the road the Vackos they buried the bodies of the road.

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Trip to the Rusty Wagon
2nd Session

It is currently 14 days from the next storm day, by the time they leave it will be 12 days from storm day.

While in the inn the players can ask the Inn Keeper Amin an old female dwarf about the other patrons, mostly hunters who help keep the Larder stocked in exchange for bed and beer. Who are currently searching for a large creature who attacked them a few nights prior (Hippogryph)
Alternatively as the night goes on Harkens posse will start to get more drunk and rambunctious a DC 15 perception check will reveal that they are travelling to Illviari with a “prize bounty that will make them all rich”. They are referring to Laserie Nuumel.#
While the 3 guards are drinking, 1 is still guarding the wagon and Harken is sending a message north to Vackos, sending for the mage hunters.
The Inn also has another Caravan of people heading North. Thrumil seems very friendly with one of the men and spends much of the night talking with him, although he seems to get quite concerned about something as the night goes on. If pressed on the matter he explains that the man he was talking to was his brother and he has just been told that the river has became swollen and destroyed the only bridge across along this road. Although he insists it should be fine as they are still about 3 weeks away from there and he’s sure a temporary fix will be found by the time they get there.

Through a combination of smooth talking, lots of alcohol and money, 2 of the group got 3 of Harkens men completely drunk. While the other 2 took a beer laced with sleeping potion out to the 4th. Once the potion had taken effect they took the guard and tied him to a tree, gagged him and left him there.

Aurisha then managed to unlock the door and cage keeping Laserie Nuumel imprisoned. They also discovered that the inside of the cage had an antimagic field inside but did not discover the source.
The group then decided to steal a wagon and head north with the girl, just as Harken rounded the corner after using a sending stone to send a message to his men in Vackos to alert the Mage hunters of someone with magical abilities being on the caravan.
The party then started heading north as Harken discovered the girl was gone, he gave chase by horse, followed by his most sober man. After a long chase in which the man, a horse and Harken were set on fire and killed, the group found themselves about 4 miles north of the wagon, however they did not find Harkens sending stone.

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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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