A World to Explore

Seaward to the Mysterious Island

After returning to Sakon village Boham informs Smokey and Talveer of their current situation and lets them know that the journey could take two maybe two and a half weeks. Hearing this Smokey and Talveer gather their belongings and and equip themselves for the high seas. After a bit of shopping at Sakon goods they get aboard the Pale Lady (Boham’s Ship) and set sail south east toward the mysterious island that Smokey hopes will give him some information regarding the Leaves of the Devil plant that he has been searching for. Once they have set sail and Smokey and Talveer get acquainted with their living quarters both of them spend some time introducing themselves to the crew. Boham actually introduces them both to a special member of his crew Kardos, a Tiefling with red skin and long horns that go past the back of his head. It is brought up that Kardos is sort of the ships mechanic, in that he is in charge of keeping the magical thrusters affixed to the back of the ship charged with wind magic and in working condition. With introductions to the crew out of the way the week goes by with out issue except for Smokey’s attempt to go swimming while using Talveer as an anchor point. At the end of the first week how ever Smokey and Talveer are awoken in the middle of the night by waves crashing against the ship and loud thunder cracking in the sky. The two men rush up to the top deck to see a mighty storm all across the night sky as the ship gets rocked back and forth violently. They see Boham shouting orders to his crew and Kate helping crewmen get inportand items off the main deck. They take this opportunity to help the men and women of the ship. Boham sends Talveer to climb the mast and untangle some ropes that the wind got caught in the sail, Smokey on the other hand heads below deck to meet up with Kardos and make sure the thrusters keep working. After equipping a harness and climbing to to the middle portion of the sail Talveer begins untangling the knotted rope preventing the sail from drawing up. Below deck Kardos explains that the men above deck need to get the sails drawn up so they can just go on thruster power. This way the sails are less likely to be damaged durring the storm. Having no wind magic available smokey goes top deck to use the stored spell he has in his spell ring so that Kardos can give him the spell gust. While firing the spell off the boat safely the boat get hit with a large wave sending up out of the water about eight feet. As the ship crashes down Talveer and Smokey catch themselves and manage to keep their footing but Smokey sees as one deckhand gets tossed over board. Thinking quickly he runs and grabs the man and yanks him upward and back onto the deck. At this time Talveer finishes untangling the rope but not before slipping and falling onto the canter mast. He gets back up and begins helping the other man pull the sail up. Smokey now below deck gets the gust spell in his ring and helps charge the thrusters by sending the spell directly into the arcane crystal that stores the wind magic. After that and a minor repair to one of the crystals Smokey heads back above deck to find Talveer off the sail and back on deck. The two help the rest of the crew as best they can and get little rest that night. They wake up the next morning with little rest and soaked head to toe in rain water. They next week runs rather smoothly as they repair any damage the storm may have cause and keep heading south east. At the end of the second week Boham wakes the two adventures from their bunks and tells them that the island they seek is in sight. As Talveer and Smokey go running to the top deck they see out in the distance a series of islands 5 maybe 6 from what they can tell. As Boham is explaining the possible dangers of the islands a large submerged creature crashes into the side of the boat thrusting it to the left. As they all rush to the side of the boat they see a large shadow pass under the boat. The creature has a long serpent like neck and head. The body of the creature almost has the shape of a sea turtle but it has no shell. The creature then sends its neck flying out of the water and prepares to attack. Talveer always quick on his feet rushes toward the beats jumping of the deck and plunging both his swords into its throat. Holding on as best he can Talveer sees as the creature slams is neck toward the deck to try and get him off. Thinking fast Talveer kicks off the beats drawing his swords out and rolling backwards onto the ship avoiding being crushed. The beast then tries to bite Talveer but to no avail as Talveer is to quick for it. Smokey at the other end of the ship then sends a lighting bolt streaking forward striking the creature and unfortunately Talveer in the process. Managing to avoid some of the damage from the lighting bolt Talveer continues to strike at the beast while Boham and Kate fire harpoons from the ships ballista. This goes on for some time until the creature submerges again and then reappears on the other side of the ship behind Smokey. The beast then bites down on Smokey who tries to struggle but cant break free from its mouth. The creature then dives down again taking Smokey with it. Boham and Kate shoot at it but to no avail. As the creature descends smokey lets out another lightning bolt across the beast wounded neck. The creature cries out in pain almost defeated. Not being able to swim Smokey clings to the side of the creature as it rushes to the surface. Upon doing so it is greeted with Talveer in mid jump as he throws a harpoon right down the beasts throat as it cries out. Gore spews out of the creatures mouth as it attempts to scream past the harpoon jammed in its throat. The creature then slowly succumbs to death and begins to sink deeper and deeper in the ocean. Talveer begins ascending back to the surface but notices Smokey struggling underwater. Remembering that Smokey can’t swim Talveer helps him to the surface where Boham drops a rope ladder and they climb back up. After Tending to their wounds the crew as well as Smokey and Talveer tend to their wounds and after about half an hour finally come ashore on one of the Islands.

Taking Back the Pale Lady

After finally catching up with Smokey after his sudden journey to the east, Talveer gets caught up on Smokeys current plan of finding a boat to the mysterious island where he has been told a druid tribe resides. Smokey hopes that they may help him in the discovery of the Devils Leaves, a plant his mother told him of as a young boy that is said to have great healing properties. After catching up on current events Smokey and Talveer rest for the evening only to wake up the next morning to find a beaten and bloody Boham sitting at a table licking his wounds. Boham informs them that due to an unfortunate turn of events his ship was taken from him by a group of thugs that operate right outside of Sakon. Boham tells them he was beaten and robed of the ship but after a young woman by the name of Kate (who is revealed to be Bohams daughter and first mate) storms in and furiously asks about the whereabouts of the ship it is revealed that Boham is more at fault then he previously lead on. As it turns out after a night of gambling with these thugs Boham did not have the coin to pay off his loses. So as payment the thugs decided to beat and rob Boham of his ship known as the Pale Lady. After hearing all this Talveer insists that they help Boham get his ship back and in return Smokey gets his Coin back and the both of them get free passage to the island. Boham tries to argue a bit, him being quite the greedy sailor, but is cut off by still angry Kate who readily agrees to Talveers terms. With the new agreement put in place the four of them now set off for the thugs base of operations outside of Sakon. Whilst on their ride to the thugs campsite Kate informs the group of an insect infestation that has been plaguing the woods around Sakon. This is made rather clear after a brief encounter with two large insects swarms that were nothing but a mere annoyance. About an hour later they come across a wide ravine which upon further inspection appears to have been cause by some sort of land slide. Thinking it better to go around it than trying to cross they find themselves causing another small shift in the ground that takes Smokey and Boham with it. Talveer and Kate manage to leap with their horses out of harms ways just in time. Talveer with his quick thinking throws a rope to Smokey who grabs it at first but realizing that he will lose his horse if he does so lets go to try and save the animal. Seeing this Talveer then whips the rope around to Boham who eagerly takes it and hoists himself up to safety. Smokey now falling protects his horse as best he can from the chunks of earth that fall over the both of them. After a hard landing Smokey and his horse find themselves buried under about a foot of sand and rock. Smokey not being one to wait for assistance lets out a torrent of lighting upwards from his hand creating a hole big enough for him to get out of and almost hitting Talveer as he came down to help. Now back on the trail after digging both Smokeys and Bohams horses out from the sand the finally see a clearing in the woods where the thugs have set up camp. After some investigating they spot Bohams ship on the shore. A large ship made of white oak with two magical devices affixed to the back of it. Boham points these out to be arcane wind thrusters used to give the Pale Lady extra speed. Finding the ship being step one the group now moves on to step two of their plan retrieving it. After a short discussion they decide to split up in order to get the ship back. Talveer going in alone under the guise that he wishes to gamble for the ship and Smokey, Kate, and Boham sneaking onto the boat and preparing it for their departure in case things go south. With the plan set Smokey, Kate, and Boham all successfully sneak onto the boat using the ladder on the back that leads up to the top deck. This unfortunately requires them to swim through the freezing cold waters of Kraite but they bear through it. Whilst on board they search and find two thugs wandering the crews sleeping quaters below deck. Deciding to act fast smokey acts as a distraction while Kate and Boham hide and take them by surprise. After casting magic missile at the two individuals they run at Smokey down the hall and are then ambushed by Kate and Boham hiding in adjacent rooms. The short struggle leaving one man dead and the other unconscious but bleeding heavily, they go up top and prepare for the success of failure of Talveers part of the plan. Talveer strolls his way into the encampment avoiding the two alarm traps but making himself known to the multiple people guarding the camp. After being questioned as to why he is here Talveer manages to fool them into believing he is in fact here to gamble. He is then lead to a large tent with four other individuals including the leader of this band of thugs. Talveer plays the game of poker for a while leading them on until he has them right where he wants them. Talveer then drops the bombshell of putting up a rather large sum of coin against the ship. This plays well with the interests of the thugs leader and he accepts. Talveer draws his cards and looks for any tell the man might have on his face which pays off. Talveer can see that the man is quite happy with his cards but Talveer has confidence in the hand he was dealt as well. Both of them then show their cards the leader of the thugs revealing three of a kind a queen and a nine, Talveer lays his hand down showing a full house. Talveer wins the game and the man seems to agree to fulfill his end of the bet to give him the ship but after leading him out of the tent the rest of the thugs come down upon talveer weapons ready. Talveer attempts to control the situation and talk it out but the croup of thugs don’t listen. Then with a flurry of swings form Talveers swords he cuts down the leader staring a frenzy among the camp as the rest of the men come to attack him. In the midst of battle Talveer notices the ship start to leave without him followed by a large fire ball being cast in his direction from the ship. Talveer using his quick reflexes evades the fireball as best he can taking minimal damage but the men that stoof before him took the full force of the attack annihilating the lot of them. Talveer sees this opportunity to run for it and makes a B-line for the woods where the horses are hidden. Taking out one more thug on his way Talveer sees Kate take out a few guards using a large ballista on the bow of the ship followed once again by a large fireball cast by smokey taking out many of them. The group of thugs dwindles down to just two men who seem to give up on their pursuit. The group then heads back to Sakon to plan their trip to the mysterious island.

Journey to the East
Smokey Races Forward

Our adventures wake up after a well earned long rest at the King. They head down stairs for coffee and breakfast and are greeted by an unusual fellow by the name of Stephen Grendle the royal courts architect and contractor. He tells Talveer and Smokey that he was sent by the king at their request to discuss the design and construction of their new home. With the introductions completed Stephen shows them the way to their newly acquired land and begins the discussion of designing their new home. The design of the new home takes place with Talveer making his own home with 2 full stories and a secret basement and Smokey making his home large enough to house workers for his farm. Large stone walls are added as well as a tall watchtower and stables for horses. Stephen writes theses all down as well as a curious addition to the large Iron gate. Stephen is then paid and our travelers head out to Mayberry, the village they first discovered in Kraite and saved from a revenge driven necromancer. Upon arrival to Mayberry all seems well. The town seems to be if fine shape again with some newly constructed homes and with the hard working folk back to their normal lives. Smokey then visits Tim Anders, former mayor and now employee of smokey, to collect his earning from his local herb shop as well as restock on seeds. After this is done Talveer and Smokey go to Visit Holg their friend and newly elected mayor of Mayberry. They share stories and catch up with one another even have a few laughs before Talveer requests a private audience with Holg. Holg agrees and Talveer tells him of some suspicious hooded figures known as the Dracol Conclave that he wishes to track down. Holg knowing nothing of these individuals informs Talveer that he shall keep an eye out for any sightings of these people. Discussions with Holg over Talveer sends Smokey to have a drink with Holg while he heads to the abandoned Temple of Lathander to pray at the burial site of the fallen necromancer. As he is doing this Talveer hears a familiar voice whisper in the back of his mind. “You have done well my child” the voice whispers as it fades away. Talveer then goes to rejoin Smokey in town but is surprised to find that Smokey has left him behind and has headed back to Kraite. Talveer now frustrated and tired decides to have some drinks with Holg and head back in the morning. Smokey getting to Kraite well before Talveer prepares for travels to the East where he has heard rumor of an uncharted Island off the east coast of Korson. Eager to leave Smokey once again sets out without Talveer but not before leaving a message for him with King Blackmagus. Talveer eventually getting back to Kraite and receiving the message recants the conversation he had with Holg to King Blackmagus. King actually more responsive then Holg recalls two hooded individuals passing through Kraite headed to the west. Talveer then thanks King and heads east to catch up with his companion. After a months travel and a small detour through a town with injured soldiers, which Smokey tried to the best of his ability to help, Smokey makes his way into Sakon a small coastal village east of Kraite. Smokey asks around and manages to find a Captain willing to help him travel across the seas. A captain by the name of Boham Stock who seems more than willing to help, at least more willing than others who seemed to be put of at the mention of Smokeys destination. A day later Talveer arrives and they both have a drink and discuss their next plan.

The Story Thus far

Thus far in what I am calling A World to Explore. The Campaign currently revolves around two individuals by the names of Smokey and Talveer. Smokey is a blue Dragonborn from a respectable family in Draconia. Talveer is a Aasimar who is a decedent of a very powerful and peculiar angel. These two happen to meet in a small trading village known as Mayberry where they meet a few friends and managed to defend the village from a revenge hungry necromancer and his horde of the undead. After saving Mayberry and deciding that perhaps it would benifit them to journey together they made their way to the Capital city of the region, Kraite. Upon entering the vast city they made friends with charismatic brothel owner known as The King. After some time in the city and making a bit of a name for themselves King entrusted them with a task of taking down a particularly unsavory brothel owner known a Vincent. After hearing about the horrible goings on at said brothel Talveer and Smokey took the job. The two disguised themselves and made their way into the establishment. Eventually after some attempted espionage Talveer caused quite a stir and a battle ensued. Vincent managed to escape with Talveer in pursuit. Smokey on the other hand was captured and tried for the whole ordeal. Many days passed and Smokey was cleared after a rather unclear trial. Soon after they were approached by a local black smith named Grey who had caught wind of some of their deeds about town and thought they might just be crazy enough to listen to his request. Thus began the search for the R Hammer, a mythical item said to be the perfect tool for any blacksmith. They set out for the mountains near Kraite and after about four days worth of travel came across a peculiar mage named Delilah. They all managed to fight their way into the underground dungeon that was said to contain the legendary hammer. All of them made their way through dodging many traps and fighting a few foes along the way. Eventually they made their way into the main chamber and a long a grueling battle with an Iron golem took place. After defeating the creature and discovering Delilahs inevitable plan to betray them the three men from Kraite sent Delilah on her way and headed back home. Talveer and Smokey after receiving their payment and also acquiring some powerful weapons made by the R Hammer rested for a good while. The two adventures had accomplished much in their short time together, but their rest was cut short by a peculiar request from The King of Kraite himself. King Reynold summoned them both to his court and informed them of a personal matter of his that he wished for them to look into. Hearing the Kings request and gladly accepting the high reward that it came with they set out on a new quest to discover what was going on in the small village of Brekinridge .The two traveled for about two weeks out of Kraite and into the the kingdom of Caden. They eventually found their way to the marshland that was home to Brekinridge. After speaking with the Duke of the neighboring town they set out into Brekinridge discovering the darkness that now lived inside. The two adventurers traversed through a mysterious mist that nearly took the mind of Smokey sending him into some kind of mind numbing hallucination. They made their way into the village and instantly came in contact with a large plant like creature that they managed to destroy with great effort. They then explored the town discovering many dark creatures as well as a very odd but helpful shop keep known as Zed who pointed them in the right direction. Searching and fighting their way through the town they collected four strange gems that opened a mysterious door beneath the village. Opening it revealed an old but powerful creature only known as Ishvak’sen. Our adventures not being one for idle chitchat with any evil creature sprung into action and after a hard fought battle where Smokeys mind was once again almost lost to him they defeated the creature, killing it or perhaps just sending it back from whence it came. The monster defeated and the village now saved they traveled back to Kraite where they were greeted by an extremely thankful King Reynold. The two heroes were rewarded and also given a plot of land where they could build a place to live. This was Reynolds way of telling the two adventurers to stick around.

Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

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3. Choose a theme

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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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