Bold New World

The Mansion of the Hill Pt1

The Mansion of The Black Cat has stood up on that dark hill for generation laying empty and untouched for years. There are stories that the original owners died in there and that everyone who enters never comes back out again, but with every horror there is an incentive for adventurers to risk their lives to get. This is where you all come in. I am seeking the long lost treasure of the Mansion said to be somewhere inside well specifically a magical sword said to have the power of ice in its blade. This sword is a long lost heirloom of my family and I want to see it returned to its rightful place among my family. But be warned many people have sought what lies inside but few return and all those who do are not same as how they went in. So be careful, keep your wits about you and please help my family get that what was once stolen.
This was all the party received as they headed towards that accursed mansion that stood atop the hill looming over the little village of Pumpkin Hollow. The party found their way to the main gates of the mansion where they proceed to open the gates as a large black cloud appears over the mansion. The party quickly close the gate and for some strange reason the sky clears up, so the party begins experimenting with that gate opening and closing the gate with the clouds and storm appearing and vanishing every time the gate is open and then closed. After twenty minutes they finally decide to open on side of the gate so only one side of the house was in the storm. After fooling around with the gate the party moves up to the pathway were a solid wood door looms with a small window above the doorway. Vash and his sister Varea decide to get a peek inside the room so Varea climbs on Vashe’s shoulders and peeks inside to find a small room with a few benches and another set of doors. While this happens Nico decides to get his own peeking in. Varea checks the door and finds it is not locked so she opens it the door creaks open and inside there is an entryway.
Nico then suggests the party split up to look around the grounds to see what lies inside the mansion. So, the party divides into two with the twins on one side and Nico and Cheyona in the other the two groups proceed in opposite directions to scout out the mansion exterior. Along the way both side see that this house has many horrors in the form of Undead, but for some reason they are acting more like living creatures with some skeletons dancing in the Ballroom and others cooking a meal in the kitchen the party is intrigued by what might be going on but for now decide to head to a side door next to the kitchen. Nico suggests that they make a distraction so that they can gain the element of surprise and kill the ghouls in the kitchen. So Nico decides that Cheyona would be able to make a perfect distraction. Cheyona agreed to make the distraction while the rest of the party went in for the kill. Before they party broke up Nico asked Cheyona to give him some light so Cheyona asks what he wants lit up and Nico hold up a spoon and asks “Can you make it pink.” Now with his spoon glowing pink Nico and the rest of the party wait for the distraction caused by Cheyona. Cheyona opens a small grey bag and pulls out a small ball of fluff which he throws on the ground and it grows into a giant Elk which is then commanded to run into the window and cause a ruckus. The Elk takes a few steps back get a running start and charges the glass. As the Elk hits the window with a smack it then begins to slide off unable to break the glass. As this occurs the rest of the party gets into position as Varea transforms herself into a small dragon and proceeded to choke the large Ghast named Jeffery in the throat strangling it. She then proceeds to run it threw. Nico in the meantime grabs a Lollipop from his coat and puts it in his mouth as he condenses some of his life essence on to a sword and proceeds to chop Tony the wight to pieces. Vash prepares his two hand axes for battle as skeletons start pouring in from the dining room. After making the distraction Cheyona commanded the Elk to break down the wall since it could not fit through the doorway. The Elk then proceeds to bash through the wall causing dust and debris all over the kitchen as the rest of the party begins to move out the door Chayona runs inside ready for a fight and proceeds to scare off the rest of the ghosts and skeletons. The party manages to retreat to the entrance of the mansion a successful distraction pulled off.
Varea creeps up to the second set of doors and proceeds to open them and proceed down the hallway into the center on the mansion. As she moves onward see hears a small fizzling sound as a large notices goes off where she and the rest of the party were standing as doors start to open the party rushes into the nearest available room where Nico barricades the door as they wait in silence to see if they were discovered a minute goes by and the party hears the scrambling of bones outside as they hear a knock at the door one then two, thinking quickly Varea uses her ring to cast a noise across the way at which the skeleton seems to follow. After waiting several minutes Nico decides to poke his head outside the door seeing three skeletons and a ghoulish looking women he decides to try and distract them so they can get the jump on them. So, Nico proceeds to throw his spoon out the door which catches the attention of the skeletons. While the skeletons stair at the light the ghoulish figure starts to move closer to the door and when it is at the door it opens its mouth and screams at the party immediately Vash and Nico drop to the floor out of sheer terror. Varea springs into action pouring a potion down Nico and her brother’s throats. After getting up Nico tries to block the door to no avail as the banshee flows right through the door and him. The banshee strikes out at Chayona but misses as the party retaliates and manages to fell the creature and the Skeletons Nico distracted.
After destroying the banshee and Skeletons the party takes a breather as Nico passes out on the couch. After taking a short rest the party scours the room looking for any sign of a switch or staircase leading down into the lower level of the mansion. Nico looks at the bookshelf checking for a lever and a cookbook although he was not able to find a lever he did find an old cookbook in the bookcase. Cheyeona tried looking under the carpet to find nothing but the hard floor underneath. Varea decided to search the painting on the wall upon searching them she found a rope behind a picture of a Black Cat that the party saw earlier on top of the gate. After seeing it the Varea showed it to the rest of the party were Vash goes and pulls it and hears a rumbling coming from under the mansion. The party then splits up to find the source of the rumbling. Nico goes to the kitchen to see if there was anything missed in there he searches the cupboards and finds a slightly rusted knife which he puts in his pocket and out of the corner of his eye he notices a trapdoor under the rubble. Varea went stealth and vanished from existence and proceeded throw dice at unsuspecting party members. She then proceeded into the Kitchen where she tries to find something but is unsuccessful. Sheyona take a look upstairs to make sure nothing would come from behind but was not able to find anything but a door that was slightly ajar. Vash decided to explore the game room where he found several card tables with dust piles and dice on the table. After finding the trap door Nico decides it would be a better idea to gather the party before entering so the party all gathers around as Vash opens the door to the cellar, Varea turns into a pseudodragon and scouts out the cellar.
Upon seeing a hole in the wall she reports back to the rest of the party and they descend the ladder into the cellar. Nico then proceeds to search the wine rack for any wine that might still be good. Varea explores beyond the opening to find that it extends too three separate passages. Nico, Vash and Varea explore the right path to see that it extends back to a metal door. Nico see a tripwire in the distances and uses his spoon to point it out to Varea who then disables it. In the meantime Cheyona looks down the left path to see stairs in the distance then he explores the downward path to find another tripwire and a metal door which he goes and hears the sound of footsteps and bubbling chemicals on the other side, he then reports back to the party what he saw. Nico then decides he wanted to see for himself and goes back to the door but is not able to hear anything else. After returning to the party Nico talks about how there might be a Necromancer controlling all the undead inside the mansion. This is where the session ended for the night what is inside the two metal door? What is all the bubbling of chemicals? And where is the sword that the party needs to find? Find out next time on Sunday D&D!!

The Caves Below, Conclusion
sessions three-seven

The party continues it’s excursions into the caves below the Fiery Grog Tavern. After many hardships, including the loss of their companion Fenric, our heroes find the source of the strange inhabitants of this cavern. It seems a mad elf, known to himself as the Rat King, set up shop here ages ago, experimenting on rats as to create his own army of servants.

The heroes confront the Rat King in his lair, forcing him to flee. He escapes but the party still has business in the caves, as they were also contracted to discover the fate of Emeria Vallejo, the ancestor of one of the tavern’s many guests.

They venture in one more time, exploring a passage previously left unchecked. It is here they discover Emeria’s fate. She and her party had stumbled into a lair of darkmantles, cunning predators who ambush their prey. Such a sad irony that Emeria had fallen, mere footsteps away from her quarry, the Storm’s Herald which sat at the end of the passage.

With their business with the Fiery Grog Tavern concluded, our heroes look forward to their next adventure.

The Caves Below
session two

The next morning, Callie wakes up to find herself in a room. A knock at the door rouses her, she slowly stumbles from the bed, still feeling the effects of last night’s grog. As she reaches the door, it opens to reveal Tofdir Duflame, the gnome proprietor of the Fiery Grog Tavern. The gnome summons Callie downstairs, as well as Fenric, from his room next door.

Downstairs, a goliath cook carries a bucket of water to a corner of the tavern. There, Fayelle and Hikari are sleeping, having failed to pay for their rooms before the night’s brawl. He douses the women awake, grunts, and returns to his work. Awake, cold, wet, and hungover, Hikari and Fayelle are summoned to a table by Tofdir.

Tofdir proceeds to explain to our heroes the consequences of their actions. He motions to the large tank in the center of the room, where Ari dances. A large crack has formed, the result of an errant attack, no doubt. Callie apologizes and casts mending to repair the tank, sealing the crack. Tofdir, however, is not satisfied. He tells the party that he will forgive the brawl, if the heroes perform a task for him.

His basement storeroom is the frequent victim of vicious monster attacks. He wants the heroes to find the source of the creatures and eradicate it. The heroes gather their gear and proceed to the basement.

Downstairs, they investigate the storeroom and discover trail of crumbs leading to a hole leading to some kind of cavern. Courtesy of Fenric, the party is bathed in a soft blue-white light as they follow the trail to a large cavern where they are attacked by a grotesque rat creature with large, spider-like legs and several other unnaturally large rats. The spider rat attaches itself to Fenric’s face and he attempts to remove it with fire. Hikari is able to manage most of them with little issue, but the spider rat manages to escape and scurries along the cavern ceiling deeper within the cavern.

Following the trail further, the team finds a small cavern where the rats seem to be storing the food they steal from the tavern. At the entrance they spot a strange stone that doesn’t match the rest of the floor. They try to remove it to no avail. Searching the room for some sort of pry bar, Callie finds a small book containing inane ramblings, Fayelle finds a strange potion.

They also spot a strange pattern in the rocky face of the north wall. A bit of pushing and pulling reveals the abnormality to be a secret door. Inside reveals a strange fish-man statue, wearing tattered robes with hundreds of coins scattered at the base. The statue slowly emits a strange mucus that unnerves the party. Fayelle ventures a coin from the pile, fearing any negative reaction. Nothing happens.

Unwilling to tempt the wrath of whatever deity this shrine belongs to, the party seals the room once again. Callie, taking further measures, places a barrel of wine in front of the door, as well as a small offering of two coins on top. Fayelle, returns her coin on the top as well.

The party decides to venture further down the cavern. Fayelle, however, forgets about the strange stone at the entrance to the storeroom, and triggers an axe trap. She manages to avoid most of the harm, but the swinging axe manages to take some flesh from her shoulder.

Just as the party reaches another large cavern, Hikari feels a strange tension and release in the back of her skull. Before the party can realize what happened, a loud ringing bell with no discernible source starts to ring. Whatever creatures call this cave home have now been alerted to the presence of intruders.

end part two

Welcome to Taltos
session one

Four strangers wander the streets of Sandpoint. Each one here for their own reasons. The day goes on like any other, people wander about from place to place, going about their lives. A disturbance in the streets draws everyone’s attention as a young cart driver temporarily loses control of his horse team. The beasts whinny and rear fearfully, as if some foul scent has caught their nostrils. A young half-elven man steps out onto the street to calm the animals and soon brings them back under control. The driver thanks the half elf for his assistance and drives his team on.

A pale woman, clad in armor makes her way down the street. Something in a nearby window catches her eye and she stops to looks. Inside she spies a wide brimmed hat, which swoops dramatically from a downward curve on one side to an upward curve on the other. A large b;lack feather, no doubt from some mystical beast adorns the hat and complements the red crushed velvet well. Her instincts screamed at her. She had to have it, and a short conversation with the store owner later, it was hers.

A young halfing sits on a barrel near an alley. Enjoying a simple lunch of bread and water, she idly breaks off a small piece of bread and offers it to the small mouse sitting comfortably in her breast pocket. She spies a woman exiting a small clothing shop, proudly displaying her gaudy red hat. Disdain fills the halfings heart. A silent rage against those who spend simply for their pleasure when there are so many more who can barely afford the most basic foods. She finishes her meal and walks away, fuming. She finds her way to a sideshow. A small house promising to show it’s guests “the true horrors of Taltos.” Needing something to distract her, she fancies a go.

Inside she finds paintings telling the history of Taltos. A small series tells of the great Hakiri Empire, which once claimed Taltos as part of it’s empire. The paintings told the story of how the Hakiri would bury their dead kings in “the great garden,” so that they may enjoy it’s beauty in the afterlife. The paintings show the corruption of the Great Necropolis, a sprawling city dedicated to housing the bodies of ancient kings and their warriors. Now it is a dark place, ruled by the restless dead.

A second exhibit tells of the man-eating lizardmen to the west. The savage Reptus. A single painting displays a crowd of the lizard folk attending a sacrificial ritual, as a priest atop a great pyramid rips the heart from a human and offers it to it’s ancient gods.

The last exhibit is curtained off from the others, guarded by a sign declaring it’s gruesome nature. Unfaltering, the halfing enters. She is greeted by a series of paintings depicting the fall of Denelspire. Men, women and children lay at the mercy of the darkspawn, who torture their victims with sadistic glee. Their alabaster skin mottle by the blood of their victims. After this final display, the halfing needed a drink.

At a crowded intersection a young maiden with fair blue hair stands listening. In the crowd ahead of her she watches a madman rant and rave about the coming evil. Creatures from the deep who will one day rise up and reclaim the surface. She gets closer and listens to the mans speech. She inquires as to his acting troupe and if he were performing. The lunatic pays no heed and continues to warn those around them.

Evening. The half elf man makes his way to the Fiery Grog Tavern to find food and rest for the night. On his way he spots a half orc thug browbeating an old man into buying his wares. Not wishing to cause any trouble, he continues on to the tavern and makes his way inside.

The tavern is roaring with life. In the center stands a large glass water tank, inside a beautiful merfolk performs a hypnotizing ribbon dance. Patrons from all walks gather here to enjoy good ale and company. The bartender calls out, looking for those who wish to take the Fiery Grog Challenge. A blue haired woman accepts, as do a pale woman with raven hair, and a halfing woman. They introduce themselves as Callie, Hikari and Fayella. The barkeep produces three mugs of a foul smelling, viscous liquid. He strikes a match and lights the liquids on fire. Round one.

Hikari, unaccustomed to the liqueurs of this foreign land, immediately spews her drink on a nearby half elf. The other two women finish their drafts. Callie finishes the second round, while Fayella seems to of had enough, as she falls drunkenly to the floor. The final round, only Callie still stands. The bar grows quiet as everyone’s eyes fall on her. She tilts the mug and slays the contents within, declaring her victory with a mighty belch. The crowd erupts.

Hikari apologizes to the young half elf. He introduces himself as Fenric, and the four find their way to Hikari’s table. With dismay, she realizes that her hat, which had been left at the table, is nowhere to be seen.

The dancer finishes her routine and exits the tank. She walks to the stairs up, but is accosted by some drunken dwarves. Callie steps in, trying to defuse the situation, but the dwarves only leer and jeer. Hikari and Fayella aid her. Callie’s suggestions fall on deaf ears and the lead dwarf throws a punch. A brawl breaks out. The three women against the four dwarves. Fenric leaves to find the bouncer.

Outside, the half orc bouncer seems uninterested, seeing as how the patrons kept to their fists and used no magic. Fenric goes back inside to try and aid his new friends. Inside, the fight escalates. The fighters trade blows, but no one has fallen. Beset on both sides, Hikari reaches for her sword. Before she can draw, a faint mist drops over the fighters. As drowsiness takes over their senses, the fighters slump to the floor. Confused, Fenric looks behind him to spot the source of the magic. It seems the bouncer finally decided to step in and prevent the violence from escalating.

end part one

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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