Unstoppable Greeps

Sick Flips in Gooey Crypts
The Party crawls through a dungeon

Leaving Duff in Malkus’ custody, the gang sets out to find the source of the monsters attack the town.

On their way north, they encounter a cave and within that cave, following an investigation by Elvesley the Corgi and Elvesley the Parrot, they find a pool of various body parts that stretches across the cavern.

In order to pass over it, the party constructs a rudimentary raft and prepares to paddle across the ungodly tailings pond.

Awaiting them on the other side is a set of zombies and an undead monstrosity. The zombies wade into the pool of body parts. They are encumbered by the thick slurry, and are quickly dispatched by Andoo’s arrows and Gnova’s knives, which she hurls from attop Lucretia’s steady shield.

The company does away with the undead monstrosity and explores the tunnels it had been guarding. They find a set of emaciated bear cubs, waiting for their mother. Despite the Elvesley the Bear’s cajoling, the cubs will not leave their cave. But they are hungry and are quickly lured outside by the smell of a fresh salmon pulled from Gnova’s hat.

Leaving the cubs to their feast, the Party re-enters the cave, and discover an old book written in a language so old that Gnova cannot read it. Gnova stores it in her hat for perusal later.

They move into a room where they find the remains of the mother bear, blocking a cave. Moving the beast aside, Elvesley, Lucretia, and Gnova venture, but something did not seem right about that bear.

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The Trial and Suffering of Dufferin the Baptist
Dufferin is put on trial for the murder of three village innocents

At the outset of the trial, Andoo fell ill and was confined to his bed for the duration of the trial,

Duff spends a solitary night, gibbeted in what is left of Westhaven’s town square.

In the morning, the party meet with him to discuss their strategy, which includes him talking as little as possible, owing to Duff’s penchant for starting out strong and compelling and ending on a love for wanton bloodshed.

Gnova and Elvesley meet with the travelling magistrate assigned to the case, Malkis. Malkis informs the pair that he will be engaging in an inquisitorial process, wherein he informally discusses the events that transpired with the

Duff’s diligent representatives put forward a defence of confused self-defence, asserting that in the heat of battle Dufferin struggled to tell friend from foe, and inadvertently slew Garilda the Elder, Garilda the Younger, and Gary the Smith. He, himself, claimed at one point that he thought they carried silver daggers and necromantic tomes.

They sought to pay restitution in the form of a quest to heal the town.

As a backup, Gnova, deploying her detachable left hand, tied the shoelaces of the villagers together, in case things took a turn for a worse and the party needed to make a quick escape.

Three townspeople testified against Dufferin: Roxy (the Rat) , the town priest (also a rat), and Garvin the Scoundrel.

Elvesley closed with a truly stirring interpretive dance that conveyed the chaos of battle and Duff’s tortured conscience. The town attempts to dance with her, but finding their shoelaces tied all fall over, in an event that is later known as The Stumbling.

In the end, the magistrate reserves for the evening.

Overnight, Gnova steals away to play a prank on Garvin the Scoundrel and to cement the town’s fear that it is now haunted by poltergeists.

On her way back, she spies a terrible flesh construct. She quickly reports back to the party and recommends they flee. She makes her way out a window.

Elvesley takes a different tack and leads the charge against the flesh construct. Duff follows behind her, having had his cage unlocked by Gnova.

Elvesley is felled by the flesh construct and falls unconscious. Duff calls a ghoul to him.
Gnova who had been lurking in an alley is spurred to action and strikes down the flesh construct.

The cacaphone rouses the town and Magistrate Malkis. Seeing the party’s good deed, he bargains with them for a reparative quest to discover the source of the undead in exchange for a conditional release of Duff. Duff will be pardoned, but his party must act as his sureties, guaranteeing his good behaviour for the rest of his life.

The party discovers that the vampire clan of the north and their brethren in the Lichwood appear to be arranging a conclave and traveling to join together.

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Introducing the Lady Wilhemina Corgington
The gang raids a tomb.

Session #2:

Scene #1:

The party wakes from its fitful rest to find the burned out remnants of Westhaven. The start inspecting what’s left of the village and Gnova wastes a nat 20 testing the fountain water to see if it’s drinkable (it’s not).

The party finds a set of overturned carts with coffins in them, seemingly the origin of the town vampires. The party’s inspection further reveals that the corpses they’ve encountered, many of whom had been villagers they’d seen alive the night before, appear to have been dead for some time.

The party agrees to travel together because they all seem keen to investigate the lichwood. Elvesley is reticent.

They agree to first search the mausoleum dedicated to the local protector, Arvin Duskbane, before checking out the Lichwood.

Scene #2:

On the way to the Tomb, Elvesley tranforms into a corgi, known as the Lady Wilhemina Corgington, in order to track the way.

On their arrival, they observe large footprints circling the the tomb, but see no one who might have made them. Gnova checks the entry for traps, there are none. Elvesley tranforms into a a rat to sneak into the tomb.

Scene #3:

On Elvesley’s entry, she perceives no threats, and beckons the others to enter. But, oops! There are a bunch of giant spiders!

Elvesley determines that her background in interpretive dance will not assist the party at this stage.

They fight spiders, until only two are left. Then Elvesley negotiates a truce—their fight will cease if they swear fealty to the Spider Nation. Although, seemingly none of the party take their oath seriously, they do vow to serve the Spider Queen.

The spider explain that they only want to reclaim the tomb from “The Blood King”.

As soon as the truce with the spiders is made, the tomb is further illuminated, revealing an ogre-sized vampiric monstrosity—clearly the creature that made the footprints outside as well as the challenged the spiders.

The spiders attack, the Blood King’s minions attack. It’s all a mess, but it’s over suprisingly quickly when Duff takes control of the minions and sets them on their master.

The spiders flee into the darkness, their tomb reclaimed.

On the disappearance of the spiders, two spirits, the ghosts of the warriors who were entombed in the mausoleum, reveal themselves.

One is Arvin Duskbane, for whom the tomb is named, the other is his close ally, _____, who looms large and silent, a giant club in his hands.

Arvin is chatty and tells the party he’d hoped the Blood King would have softened them up, but that he was impressed with their fighting acumen. He thought it all sporting good fun.

He and the silent giant fight the party—again for the good fun of it—but are ultimately vanquished, leaving their weapons as a treasure behind them.

The party leaves the mausoleum with a set of magical items and a fealty to the Spider Nation.

Scene #4:

On their return to the village, the remaining villagers and their annoying-ass priest have assembled and built a cage in which to gibbet Duff (as though they had nothing else to do with their time). The priest insists that Duff hang out in it until his trial. The party attempt to bargain other options, but Duff ultimatley submits of his own accord, promising that he won’t let the villagers kill him.

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How is party formed?
Some randos walk into a bar.

Session #1

Scene 1:

The party first meets at a tavern in Westhaven, famous for hosting well-known bard, Anye Kwest, who authored that absolute banger, “The Digger of Gold”.

Andoo, Elvesley, Sufferin’ Dufferin’, and Duff’s undead servitor, RoFo, all take a seat at a table at the bar.

Gnova Tinker, hangs about a short distance from the party, observing their interactions.

Various villagers, the barkeep, and Anye Kwest himself, all take issue with the party members seated at the table. They smell bad, mostly owing to rot emanating off Duff and RoFo to varying degrees. Duff takes particular exception to Anye Kwest’s revulsion.

Suddenly, vampire thralls and blood-caked zombies attack. Andoo initially atetmpts to reason with the vampires and is moderately successful, but his efforts are squandered when Duff, sensing a greater kinship with the undead than the insulting living, allows the walking dead to attack the villagers, and personally sends RoFo after Anye Kwest who soon perishes.

Elvesley whose druidic faith opposed the unbalance of life and death attacks both vampires and zombies to great effect, assuming the form and aspects of various terrifying beasts, including the owlbear, and the tiger.

Elvesley is supported (poorly), by the small figure of Gnova who intermittently hides beneath tables, darting out to slash at the hamstrings, femoral arteries, and coin purses of the zombies and vampires. Gnova collects some teeth.

At some point, Duff turns the zombies to his own ends, effectively ceasing their slaughter, but not before a good many villagers have perished.

The party, some villagers, and the overwrought barkeep escape into the streets.

Scene 2:

The party runs through the streets following the barkeep.

Scene 3:

Following the hysterical barkeep, the party enters a church. The doors are promptely barricaded behind them. The windows, too, are barricaded with pews.

Inside, the barkeeps tells on Duff, advising all in this holy place that he is a reviled necromancer who killed her good friend Anye. The church priest happens to know Duff personally, and mocks him for being a poor student while they studied together.

The villagers are terrified, but happily for them, they nay take solace in the presence of the village hero Amaeil (?) the Annointed (?) who is brave and strong and can save them from anything.

Suddenly, two undead monstrosities, structures composed of humanoid cadavers and illuminated by an unholy light from within attacks.

Amael is immediately smitten by one of the giants. He is cloven in twain. Duff later resurrects his legs to continue the fight.

Elvesley defends the villagers, again assuming her mighty owlbear form, but is laid low by a monstrosity. Her heroism will inspire the villagers to change their crest to include an owlbear.

Her sacrifice will also inspire Gnova to pop out of the security of her shadow walk and deal a terrible blow to one monstrositiy, She then retreats to hide behind a pew.

Andoo, the exceptionally fleet ranger, manages to avoid any damage while simultaneously dealing terrible damage to the other monstrosity.

Duff and RoFo are less lucky, RoFo perishing (temporarily) and Duff being knocked unconscious.

The villagers finally earn their keep, throwing cabbages at the monstrosities who, in their weakened state, are finally felled.

The village priest attributes the victory to his own prayers.

The villagers, showing little loyalty to their valiant protectors, cast the party out, mostly on account of Duff and his earlier murders.

The party is expelled into the cold morning hours where they attempt to rest where they can, having earned a conflicted relationship with the villagers of Westhaven.

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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. Set the Campaign’s game system

Let people know what game system your campaign is using, and give your players access to any system-appropriate character sheet templates that have been made. You can use them for NPCs too!

4. 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.

5. 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.

6. 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 you and your players.

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