The Sundered Sea - A 5th edition Dungeons & Dragons campaign

Session 02 - Black Feathers and Black Omens

The party finds themselves huddled around the kenku watchman’s corpse, just outside the light of his campfire. The sun had dropped below the canopy of the forest about an hour ago, and a steady ran began to fall as darkness enclosed the forest ruins.

Ahead – about 70 feet in the distance – another campfire burned, and long humanoid shadows and chittering whispers surrounding it.

Suddenly, a voice pierces the calm – ringing inside the heads of the party, powerful and inescapable. In the distance, and through the darkness, Finn spies a tiny bead of brilliant, green light – ebbing like a star while the voice rings.

Maybe. Maybe it’s called you, too. The manling all clad in green came, like the crowlings have come, and tend to mother – yes. Now more manlings – and a feytouched lass, yes – holding daddy’s knife like a dolly. Sweet little children, all’ve come to mother. But what manner of manlings are you, what manner… Come for the girl – come for the trinkets? Come for blood? We will see. Maybe. We will see.

The voice goes quiet.

The party stalks north, outside the light of the campfires. Finn approaches and frees a chained wolf, likely an earlier victim of the pit trap dug into the ground earlier down the path. The wolf is peaceful and grateful, running off into the night.

The ruined temple where Finn perceived the green light lied just ahead, over a small creek. As Kit stepped across a small wooden bridge, the whoosh of a quarrel flew just in front of her head. A violent skirmish ensued, Rask, Finn, and Kit rushing forward to bludgeon a kenku watchman crouching behind a small rock wall.

Entering the ruined temple, the find a resplendent onyx statue of a raven, small piles of offerings laid at its feet. The party has , at this point, accumulated a small stockpile of healing tonics, consisting of the familiar “Gutterbleed” commonly available from seedy apothecaries around the Waning Isle. Cheap to make and purchase, the swill is murky and horribly bitter – but an effective tonic nonetheless.

The kenku appear to have been “offering” choice pieces of loot from their raids on the nearby roads. Kit retrieves a fist-sized sapphire ebbing with a magical aura, undoubtedly a cypher of some kind.

After another battle with the last remaining kenku bandits, the party locates Alainne Barrowdown – locked inside a small, decrepid cell within the ruins of a nearby storeroom.

View
Session 01 - A Party of Party Crashers

In the Third Sheet Tavern & Inn, three adventurers are gathered by Cyrus “Gildedeye” Ashford – a known broker within the Broken Trust criminal organization. The party, consisting of sailor Rask Falemor, inquisitor Kit N’Drak, and woodsman Finn Larsson, is hired to commit a heist at an upcoming party taking place about a day’s travel north of Sunderhold.

The party is to be thrown by Valoff Barrister – wardbaron of Highgarden and the wealthiest noble house in Sunderhold. The art piece contracted to be procured is a silver statue of a cliffdiver – a common, coastal hawk native to the Waning Isle – Valoff has recently acquired the statue and seems eager to show it off – as well as his recently finished manor abutting his vineyards north of Sunderhold.

During the course of the discussion with Cyrus, Rask quickly pieces together there is more at stake than a simple smash-and-grab. The silver cliffdiver is well-known as the sigil for House Loyalar, whose reputation has become a matter of public discussion as of late. The current head of the house is Martas Loyalar – forced into the task of rebuilding the house’s finances and status after his father Gallus passed away two years ago, leaving a mountain of debts and gambling losses as Martas’ sole inheritance.

Rask is suspicious of the contract, now fearing the party is being interjected into the middle of a feud between noble houses. After the briefing, Rask hits the docks to try to glean useful information, while Kit attempts to shake down a local for useful information or gossip about Valoff. Ultimately, Valoff’s reputation for paranoia and cunning proves solid – the waitstaff is personally vetted by the wardbaron himself, and his business is shrewd and merciless, yet on the up-and-up.

Taking advantage of Cyrus’ connections, the party accepts an appointment at the Silken Shawl in Highgarden, where pristine and fashionable outfits are measured and provided to blend in at the party. At Cyrus’ suggestion, some hidden pockets and folds are included in the outfits to be of potential service during the party. A trip to a craftsman across the square delivers some additional information – Valoff commissioned a large number of replicas of the cliffdiver statue, possibly to be sold off as souvenirs.

Plans and possibilities are discussed well into the evening. Kit tries to curry some favor with a drunk, young nobleman in Highgarden – but unfortunately draws the attention of a mostly incompetent, spoiled son of a shipping-and-receiving merchant. Some requests made of Cyrus are received, however – a set of thieve’s tools is delivered to Rask’s room, while Kit is provided with a floor layout of Valoff’s new manor.

Cyrus has a wagon and horses ready at the north gates, and the party departs to travel north to the manor. On the way, they spot an overturned wagon and a great deal of commotion down the road. Rushing to the wagon’s aid, they interrupt a flock of highwayman Kenku – three rushing off into the woods with an ornate chest, while three more stay behind to fight for their spoils. Kit delivers a crushing blow with her maul, while Rask downs another with throwing darts – severing the throat of a bandit lit aflame by the Faerie Fire of Finn’s druidic magic.

Surviving the encounter, the party earns the begrudging good graces of the Barrowdown family – a father and daughter company of relatively well-known undertakers from Preacher’s Row, also on their way to the Barrister party. The blustering father is grateful for the rescue, while the fiery daughter is fixated on the loss of the ornate chest to the bandits. The party and the Barrowdown family part ways, arriving at dusk to the Barrister estate grounds, their caravans finding a space to make camp on the outskirts of the cabin.

The party retires to the campfire after getting familiar with the outskirts of the manor. Their reverie is broken when a distraught Edrick Barrowdown begs the party for assistance. Gathering inside the caravan, Barrowdown reveals that his daughter Alainne crept off into the woods shortly after they made camp – he assumes she has run off to retrieve the contents of the chest. With no other hope of rescuing his daughter, Edrick reveals to the party his plight. Due to some poor accounting and worse business deals, Edrick finds the family’s fortunes dwindling. Hoping to curry favor with Valoff Barrister, he spend the last of the business’ coffers to acquire three cyphers as a gift – Barrister’s interest in the relics a well-known quality.

Edrick implores the party to find and rescue his daughter, offering the cyphers (if retrieved) as payment for the task. He states the objects took the form of a golden coin, a shrunken eye, and a silver bell. The party slips off into the night, retracing their steps to the site of the attack earlier that day. Following a trail into the woods, a lone kenku watchman is swiftly and silently dispatched – the party advances towards the edge of a clearing in the forest. In the middle of the clearing is a campfire, – dancing shadows and chattering beaks not far into the distance…

View
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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.