One Shots

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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The Open Lord of Waterdeep - Part 1
Episode 1

Dave: DM
Olly: Alistair
Jam: Bimpnottin
Mimo: River
Luke: Malik
Simoen: James
Dave: Makaria

Waterdeep
The rag tag bunch of adventurers have developed some small renown throughout Waterdeep, and receive a summons from Laeral Silverhand, the Open Lord of Waterdeep, to attend her at the castle. On arrival, they find a large number of other adventurers gathered, some recognisable and others unfamiliar.

Laeral emerges, the only Lord of Waterdeep formally named and unmasked, and tasks the talented parties with relieving the pressure currently faced by the cities forces. For incentive, she proclaims that she is reinstating the Guild charters, and a limited number of groups may secure one should they prove worthy by assisting Waterdeep.

A loud crash and sounds of fighting are then heard as the doors burst open and fighters pour into the ballroom. The four guards positioned in front of Laeral stay motionless for a spell, then turn on Laeral. A wispy form appears and stabs Laeral then focuses on Makaria, the party’s bard, and whisks her away.

The party fights the guards, who are revealed as Dopplegangers as they die and turn into blue creatures. Alistair heals a grateful Laeral, as her eyes glaze over to communicate with the cities forces. She reports that a number of citizens have been abducted by the enemy forces and requests that they be rescued, handing the group a magical ring representing them successfully securing a Guild Charter.

The heroes loot investigate the bodies and finds a mysterious X mark, Alistair identifying it as the mark of Xanathar. Laeral is troubled and a wounded City Watchmen reports that Xanathar’s forces are all over the city.

The party heads into the street with the intention of capturing and interrogating one of Xanathar’s minions to discover the whereabouts of the abductees. A shadow demon, a yellow green fog and ebony tentacles appeared as the party fought a group of enemies, with the enemy mage attempting to disappear. The foes were beaten and the mage subdued and handed over to the city forces to be locked into the dungeon until ready for questioning.

End Episode 1

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The Open Lord of Waterdeep - Part 2
Episode 2

Dave: DM
Olly: Alistair Akir
Jam: Bimpnottin
Mimo: River
Simeon: James
Luke: Malik
Dave: Makaria

Waterdeep
The party is escorted to Waterdeep Castle dungeon, where the Drow Mage is shackled to the wall. Bimp tries to mage hand her venom dagger to stab the drow, the guard notices and takes it. Bimp mage hands it into the other guards pocket to try and implicate him.

…Bimp gets kicked out of the dungeon. But she successfully mage hand legerdemains the dagger back into her possession.

Malik casts suggestion and the drow cooperates to a degree, admits to being an agent of Xanathar, a beholder. He states that the prisoners are likely being held at a ruined castle near Daggerford, 8hrs to the southeast of Waterdeep. The Drow mage reveals that his task was to kill the Lords of Waterdeep and take control.

The party searches the castle library for information on Xanathar and beholders, with Malik searching for magical tomes. They find records indicating that Xanathar was the infamous crime lord of the Xanathar Thieves Guild in Skullport, believed to be dead after fighting the Lords of Waterdeep. Malik finds a magical tome describing the spell Teleportation Circle, and manages to imbue the magical guild ring with the spell.

Daggerford
After commandeering a horse and cart the party makes their way southeast for four hours, securing the horses before advancing toward the castle on foot. The old castle is in ruins, with no indication of it being inhabited in many years. Malik River is magically transformed into a fart (gaseous form) and approaches what looks to be a door, as the stealthier party members approach through the undergrowth.

River floats through an opening beside the door and along the discovered tunnel. It appears to have been carved long ago, with some fresher X marks on the walls. River discovers a small guard room with ten Drow, one of which spots the cloud of gas. River retreats as six of the Drow follow to investigate.

As they all arrive outdoors, Malik and Bimp create similar clouds of gas near Rivers. The three clouds of gas separate and leave in three separate directions, each being followed by a pair of drow. The party successfully ambushes and eliminates each pair, with the barbarian returning to her form and going into a crazed rage, smearing her face in blood.

Once the last drow drops River storms the door, smashing it to smithereens and charging down the tunnel. She charges in to fight the remaining four Drow as Malik fireballs the guard room, and despite containing a healer in their numbers, the Drow perish.

After a short respite, the heroes descend into the catacombs, and discover a large room with a floor covered in letters. (Did someone inspect the first row and identify that the K was worn?) James discovers a plaque and realise that it speaks of Kelemvor, Lord of the Dead and Judge of the Damned. River starts chanting the letters incessantly.

The party makes their way across the floor stepping on the stones in order, with a couple of close misses triggering sprays of acid from the floor. On the other side they discover more X marks covering older carvings worshipping Kelemvor. They encounter a t-junction, and spy tracks indicating that traffic has travelled left.

Carefully advancing down the passage, they hear nearly a dozen voices, including that of the missing bard Makaria. The rogue approaches the door and spies beyond a passage with cells on either side and eleven enemies: one shield guardian, two jailers, six guardsmen and two apprentices.

End Episode 2

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The Open Lord of Waterdeep - Part 3
Episode 3

Dave: DM
Olly: Alistair Akir
Simeon: James
Luke: Malik
Erinn: Makaria
Jam: Bimpnottin
Mimo: River

Daggerford
The heroes ready themselves as Bimp picks the lock on the dungeon door and they spring into action. They spot the bard locked in a cell at the far end of the corridor, and the bard’s Cloak of Displacement hung near the entry, with nearly a dozen enemies. Alistair summons Spirit Guardians as the newly arrived heroes start work on the bulk of the party. Meanwhile Makaria uses heat metal to scorch some of her captors by cooking them within their armour.

The bard then uses sass and her feminine wiles to capture the attention of some of the nearby guards. One of her captors is not swayed by her charms (natural 1) and walks off in his faaabulous assless chaps towards her friends. The heroes finish off the enemies and free Makaria and the other townfolk of Waterdeep. They loot discover an adamantine chain shirt, potion of supreme healing, an ornate key, 90gp and retrieve the bard’s cloak of displacement.

While seeing to the comfort of the townfolk, Makaria discovers and notes that they have rescued a noble merchant, Lord Herman Potrude. Curious about the ornate key and the passage not taken earlier, the heroes arm the townfolk and secure them in the dungeon while they continue their exploration of the catacomb tunnels.

Taking the right tunnel previously passed by, they discover an ornate door which is successfully unlocked by the ornate key. It opens into a large empty room with a dormant teleportation circle and a closed door at the other end. Malik begins to study and record the markings of the circle, then dispels one rune to ensure the circle cannot be activated behind the party.

The far door opens into a passageway, ending in another door with audible movement behind. Inside they discover four sarcophagi and a zombie beholder, possibly Xanathar. The bard quickly searches her lore (natural 20) and relays that a beholder’s central eye ordinarily has a 150ft anti-magic field, capable of shooting magical rays. However this one appears to be undead, with no anti-magic field.

The party fight the beholder, with the ranger James dealing the heroic killing blow and it crumbles to dust. The party cannot tell if this zombie beholder was Xanathar himself or agent under someone’s control. A search of the room loots reveals 5×500gp gems, a +1 chain shirt, a wand of fireballs with seven charges, a sentinel shield and 500gp. Bimp carefully scoops up some of the zombie beholder dust into a vial as a curio.

The heroes gather the grateful townfolk and use the teleportation circle ring to return to the cleric’s temple in Waterdeep.

Waterdeep
The party sends for the horse and cart left near Daggerford, and discover that Lord Potrudes is a very successful merchant with a number of properties to his name, including several warehouses. As a show of gratitude under the attention of the charming bard, he gifts the party with one of his warehouses, thanking the newly formed guild.

The party enters the castle and seeks an audience with Laeral, who congratulates them on successfully rescuing the abducted townfolk. Malik expresses gratitude that access to her library allowed him to imbue the ring with a single teleportation circle spell, which allowed their quick return. Laeral, intrigued, asks to see the ring and focuses on it for a moment. She hands it back and declares that the ring will now replenish its imbued spell every dawn, and presents the guild with their official Guild Charter.

The newly official guild head out to examine their new warehouse and find it much to their liking, and decide to use it as their public headquarters. They determine to find some means of using the ruined castle near Daggerford as a secret base of operations. And finally, they settle on a guild name, the One Shots.

End Episode 3

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The Undermountain - Part 1
Episode 4

Luke: DM
Mimo: River
Jam: Bimpnottin
Olly: Alistair Akir
Simeon: James
Erinn: Makaria

Waterdeep
The party outlays 200gp to fix up the warehouse as their base of operations. River identifies a reputable local stonemason and commissions the addition of a basement with several stone rooms, two cells and an armoury with a lockable iron door. Malik labours in the armoury, creating a teleportation circle keyed to the magical ring received from Laeral.

While James and River wander the streets in search of supplies to stock the newfound headquarters, they discover they are being tailed. James lingers behind and spies a middle-aged human woman, who approches and begs him to find her missing husband. He and their son left to search near their farm (close to Daggerford) for their escaped herd, which had half been slaughtered by creatures unknown. The son had been amusing himself nearby before discovering that his father had gone missing.

Back at HQ James and River relay the woman’s plight to the group, when suddenly the earth is shaken by a large tremor. The cleric fails to keep his feet, and the guild members determine the epicentre to be somewhere in the direction of Waterdeep Mountains. Many earthquakes were rumoured to have occurred centuries ago during the God Wars, and have been happening more of late. Very reassuring.

Malik declares that he has completed keying the teleportation circle in the basement armoury, and the adventurers agree to travel to Daggerford by way of their castle teleportation circle, for efficiency. The party enters the circle, Malik activates the spell, and they arrive in a dark unfamiliar room bearing no resemblance to Castle Daggerford, sans Malik.

Fucking Malik.

Ok, so probably the earthquakes messed up the Daggerford circle. But still.

A look around shows discoloured flagstones, and Rivers keen knowledge of masonry confirms that the carvings visible are ancient. (Did the earthquake block the circle we were sent to after??). The heroes step down into a forest of stone pillars with an arch on the far side, and spot a metallic object on the floor. The naturally inquisitive gnome finds it to be a very old human coin, and she pockets it. They spot the skeleton of large snake coiled around a far column, and when they try to retrieve the skull it crumbles to dust.

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