The Rightful King of Gondal

Rehill Keep Delve

Rehill keep is an old stone structure that hasn’t been properly tended to in generations. The local people avoid the old building because they believe that strange monsters inhabit it’s shadowy recesses. Nearly falling down in places, the keep only has one entrance and no windows…

The party entered the keep from the sole entrance and crept carefully down a long hallway, lighting the way with a torch. They hit a t-bone intersection and saw a wooden door to each side. Eager to begin their quest, Cardinal suggested that they take the door to the left, as he always does. Kanna opened the door and triggered a fireball trap. Luckily, every member of the party managed to crouch near the wall when it happened, and most were just singed. Poly, having an intense fear of fire, fled the keep at this point, and it took several minutes of soothing by Dranox Arandar to get her to re-enter the keep.

When they finally entered the room, they found that it was empty except for an iron door to the South and a wooden door to the East. This time wary of traps, Kanna carefully checked the south door, and found that a thunderstone mine had been placed under the door. Carefully, she managed to not only disarm the trap, but safely remove the mine without damaging it.

Continuing South through the iron door, they found themselves in a huge, cavernous room, empty except for a stone sarcophagus in the southwest corner of the room. On top of the sarcophagus lay a ring of keys that Dranox Arandar quickly pocketed. Every member of the party readied themselves for whatever could be in the tomb, and Kanna noticed that it was not covered in dust like the rest of the room. Opening the sarcophagus, it slid open easily to reveal that it was completely empty except for a few tattered rolls of linen.

There were two exits to the south of the room, an archway and a wooden door. Before the party decided to move carefully through the archway, they placed the thunderstone mine in front of the wooden door. Moving into a tiny room through the archway, they found themselves in a small room with 11 zombies! The small space reeked of rotting flesh, and the zombies began to swarm as soon as they saw the flickering light of the party’s torches. Luckily, Kanna and Cardinal made quick work of the zombies, even making mince meat out of one. They found no loot on their bodies other than the torn remains of whatever clothing they had been wearing.

The party decided to go back to the cavernous room and remove the trap that they had placed in front of the southern door. Poly and Kanna worked together to shove open the door, which was stuck. When they entered the room beyond the door, they found themselves in a room with another sarcophagus. When they opened this one, they found a mummy inside! Though a grueling battle, they eventually slew the mummy and gained access to the treasure that it had hidden in it’s tomb. Inside the sarcophagus, they found:

Mummy’s Treasure
  • 2pp
  • 61gp
  • Wand of Cause Fear (CL 5, 28 charges) 620 gp
    • The wand measures 14 inches/36 cm and has intricate carvings on its handle. The particular strand of Baobab Wood used in this wand is not very common, which means the wand won’t be one of the cheaper types and dragon bone is quite rare as well, resulting in a very valuable wand.
  • Scroll of Protection from Chaos (cr, 25 gp)
  • Wand of Daze: (CL 5, 33 charges) 48gp
    • The wand measures 14 inches/36 cm and has a fairly plain look. The particular strand of Hickory Wood used in this wand is very common, which helps reduce the production cost of the wand and werewolf tail hair is quite common as well, resulting in a cheap, but reliable type of wand.

Apart from the sarcophagus, there was only another stone door in the room, heading off to the East. The door was locked, but the keys that Drainox found in the other room easily unlocked the door. They traveled down a long, dark hallway until they found another room, this one made for an interesting scene. A mural of vile acts covered the ceiling, and a pile of corroded iron spikes lay in the north-east corner of the room. There was what appeared to be a stone alter with a small woman laying unconscious upon it.

An alluring, raven-haired beauty, sexier than Dranox Arandar himself, casually wiped a trickle of blood from a pale cheek, then smiled to reveal needle-sharp fangs. The party sprung into action, but the vampire had lightening sharp reflexes. Before the party could react, she let out a pricing howl, and the party watched helpless as the portcullis on the other side of the room slowly lifted to reveal the eyes of half a dozen wolves. The wolves surrounded the party, taking up most of their focus in combat. Dranox Arandar managed to create a pit underneath the vampire, but she used her spider climb ability to quickly scale the walls and escape, watching the scene unfold with a smile of dark glee.

Looking over at Cardinal’s furious attacks against her wolves, the vampire tried to catch his eye and dominate his mind. However, Cardinal’s mind was stronger than the seductress’s wiles, and he shouted “I’ve turned down wenches prettier than you!” before continuing to slaughter her minions. Realizing that her seduction techniques weren’t working, the vampire resort to hurling bolts of scorching flames at the warriors, focusing on the spearman who had the gall to reject her advances.

Approaching Hrikitoft
Sawyer's Lane

As the party walks through the trees, the path became straighter and better up-kept. The trees began to fan out, and they saw that the road was heading into a large stone wall. Modest houses began to dot the road as they approached the small town.

Other than the occasional houses that seemed to be owned by ordinary laborers and families, a large ornate structure caught their eye. On the left side of the road, a stately white building with arched entrances sprawled invitingly across the grass, busy with life. A pillared courtyard with a large fountain featured a statue of a woman clad in silver armor with a red cape, holding a longsword towards the heavens. Men and women in cleric’s vestments moved slowly but purposefully about their tasks, and a few were seen speaking with villagers.

Closer to the wall, the party saw a shop with the sign “The Tarnished Gold Piece”, which seemed to be a shop for general adventuring supplies.

As the party approached the moderate stone wall, they saw that the entrance to the city was guarded by a squat stone gate house.

A townwatch-woman, Sawyl Gimduum (female dwarf) stands by the open gate (portcullis raised). She will stop the party and ask their business in town. Respectful and businesslike, she won’t give the party much of a hassle, but warns them not to start any trouble.

Sawyer's Lane
Gatehouse --> Crossroads

Continuing down Sawyer’s Lane, the party found themselves in a small mining town mostly made up of dwarves, gnomes, and the occasional human. They saw various buildings that seemed to double as houses for craftsman and shops for their wares. They passed a tailor, a buck maker, and a few nondescript houses.

Up to their right, they saw a single story timber framed building with several leaded glass windows. The sign in front said Naga’s Oddities.

They passed between many houses before coming upon a two story timber famed building with a sign that read The Seductive Sphinx. Even at this hour, they could hear what seemed to be drunken laughter and revelry emendating from within.

They saw a smaller, dirt road named Archill Avenue cross their path. At this crossroads, several busy shops were bustling: Nell’s Herbs, Adney’s Scriptorium, The Crystal Coin, and The Hammered Hound.

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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