Worst Adventurers Ever

Session 6 Loot

After all the hard work and looting, the band of misfits managed to scrape up a few coins. Here is what each of us got from the sixth session:

- 630 gp each (Smith, St. Pierre, Rioux)
- 05 sp each (Smith, St. Pierre, Rioux)

- Wand of Fireballs
- Potion of Heroism
- Scroll of Sky Write
- Scroll of Beast Bond
- Leather Case, Cylindrical
- Feather Cloak, x 3

Session 4 & 5

After all the hard work and looting, the band of misfits managed to scrape up a few coins. Here is what each of us got from the 4th (27 Sept) and 5th (6 Oct) session:

363 gold for each player involved

- Potion of Healing (qty x3)
- tombs of books (qty x5)
- Mask, Gargoyle (Guilded gold)
- Heads & claws of Bulette
- Dagger, great quality (J Smith)
- Map, Riverguard Keep (has ‘water’ symbol)

Session 2

After all the hard work and looting, the band of misfits managed to scrape up a few coins. Here is what each of us got from the second session:

- 167 gp each
- 6 sp each

- Driftglobe x1 (a small glass orb that magically floated in the air and emitted light)
- Ear, Gnoll x04

Session 1

Throughout the region notices were been posted – the village of Red Larch was requesting assistance. Banditry was a rising concern, monster sightings were becoming more common, and the village didn’t have the resources to fight back on its own.

With the weather unnaturally hot, and the storms unnaturally fierce… it seemed the entire region was growing more chaotic… and the people were growing fearful.

You travelled to Red Larch, for your own reasons, but also each of you sharing a want to aid somehow. And there, while waiting in the Swinging Sword Inn for the constable to arrive back from wherever he had gone, you all met each other.

The days before the constable returned were quiet. The villagers largely avoided you… your group were strangers – and unique at that. You did overhear some chatter, mostly scared conversation and speculation. People have disappeared. Strange figures had been seen watching from the hills surrounding town. The roads were unsafe, and the weather seemed to be actively trying to work against them. Exaggerated stories and all sorts of fearful imaginings.

On his return, together you approached Constable Hurback… who with very little talking, leaped at your offer to help in desperation. While he couldn’t offer payment, he did offer the hospitality of the town.

His first job, bandits were ambushing travelers along the Cairn Road between Red Larch and the Bargewright Inn. Few had been able to make it through in weeks, he didn’t have the men to send, so he asked you to clear them out.

With the help of the town, and a wagon borrowed from Thelorn’s Safe Journeys, you disguised yourself as part of a small merchant caravan travelling the Cairn Road. And sure enough, about three miles outside town, the caravan was ambushed by a small group of armed bandits. It wasn’t much of a fight, they obviously were not expecting armed resistance, and it ended with a few dead and two quickly surrendering.

Between Grim’s creative intimidation, and the suggestion that Rhogar would be next in line to speak to them, it didn’t take long for them to give up the location of their camp.

The prisoners were sent back to town with the caravan, and you set off through the forest towards the bandit camp. Somehow along the way becoming a little turned around, ok you were lost, you found assistance in a pack of wolves Wash was able to befriend. The wolves pointed you in the right direction, and with their help you were able to sneak up to the camp without any further issues.

The bandits had setup a camp outside a small cave set into a hillside. A couple were sleeping, while several more were roasting something over a small fire. And oddly, they had a wagon, with a cage built into the top, and cage holding an obviously half-starved and very angry bear.

You planned, the plan went perfect, and these bandits were not even left with the opportunity to defend. The camp exploded into a chaotic mass of fire, acid, arrows, etc… that left none alive to even counter your attack…

…to be continued…

After all the haggling and looting, the merry band of misfits managed to scrape up a few coins. Here is what we got from the first session:

  • 120 gp each
  • 10 sp each
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.


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.