Pathfinder Episodic Story Arcs

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.

Session 1 12/10/15

Daniel – Cleric → Left Monastery for trade mission, ended up in a town
Cet → searching town to drugs
Malleus → Looking for magic
Raeter → Left home → Looking to make fortune → Special interest in robbing clergy
Thaydron → recently befriended war cat → ranging frontier → Scouting incursions → gathering news and supplies

In area → Caravans have been raided and ransacked → No survivors
Also general uprising of goblins = more military presence

Brother Joe = Caravans going east have disappeared. Caravans with escort = survive
Paladins of Lanthur = suggested investigate caravan issue → Start at tavern

Thaydron = Sergeant = town sherriff → Suggest become caravan guard to help out
Raeter = not much coin in city → Goes to Inn
Malleus = Caravan going to Waterdeep sometime this week → Investigates becoming caravan guard
Cet = caravan going to waterdeep → Teamster’s guild in Inn

Waterdeep = Large magic community

Major offensive mustering to attack goblin camp to thin out numbers
Next couple caravans will not have guards

Mal = Caravans normally hit 2-4 days travel out. Not fixed location, but fixed distance from town. Possible spy in town

Town of Keep of Edmund

Looking for Caravan guard → each paid 10 gold advance, 10 gold completion → 30 gold for hazard pay

Staying in two rooms over night

Gorn = Caravan lead → Morningstar, chain mail, shield, crossbow

Edmund went ahead to do scouting

2 Mules per wagon

Thaydron sent to track Edmund

Found tracks → 3 boot tracks → big and little tracks

Porters have crossbows

Mile away from forest, stop

Little tracks are goblin tracks → look to be ordered, focused

Underbush around wagon has been disturbed

Tracks head off to forest

Get 50% of salvage caravan

Fight with Giant Mantis

Defeat Mantis

Sesson 2 12/18/15
Enter Caravan

Confirmed Party received 180 exp each for the previous session

Thaydron determinged that the claws/mantis parts had no particular value

Thaydron found new set of tracks joining 3 sets in the past 30 minutes, following the week old wagon tracks into the brush

Thaydron identified the new set of tracks, sized like a goblin, but “gut” says not a goblin

Full party heads into the brush

Thaydron sees a camp after 30 minutes of walking

Raeter disabled a crossbow trap, kept a light crossbow sized for a small person, 1 quarrel

Brother Joe found 2 holes in the corner of the camp

Raeter found and disabled another crossbow trap, took only the quarrel

Holes determined to be latrine holes

Camp was clean, difficult to determine length of the stay, cleared out within last 24 hours

Wooden chest was found in a hole in the camp, 30 quarrels found in the box, 3 vials and a pouch

Vials identified as 1 Potion of Comprehend Languages, Death Watch, Cure Light Wounds. 10 gold, 30 silver

Raeter got caught trying to sleight of hand the gold, passed out the share to the group

Group returned to caravan with an hour or so of daylight remaining, made it to a campsite outside of the forest

Watch order is Malleus, Joe, Thaydron, Raeter

No events on watch

Found funeral pyre and graves along path. Joe said a prayer

Found burned wagon in forest, decided to proceed into the forest to follow the tracks from this week-old battle

Tracked to beetle protected entrance of a cave, determined beetles were harmless

Discovered that a screecher fungus blocked the entrance, killed it after taking minor damage

Entered the cave and went to the left, discovering a somewhat recently used torture chamber

Then discovered a pond with a Cave Fisher and killed it

Harvested 60 and 30 foot segments of the cave fishers filaments

320 exp was received for the evening

Session 3
Into the Cave

Moved through the cave passages.

Found some giant centipedes and killed them.

Found another cave fisher. Killed it and managed to harvest its filament gland and another 60 ft silk rope.

In cave fisher cavern, found an arch over the water outlet that had dwarven runes (permanent alarm and expended fire trap) on it, as well as goblin tracks nearby.

Checked last cave branch and found a Darkmantle. Killed it when it attacked the party.

Went down water outlet and found a secondary mining shaft.

Found tracks belong to a bugbear, 10 goblins and the armored individual and the two goblins with him.

Found 2 doors of dwarven make in walls cut into the stone of the mineshaft, along with a small opening that seems large enough for small creatures to get through.

Opened one of the doors and found a room with a rubble surrounded pool and a pile of dusty furs that belonged to a caravan.

Pile of furs was trapped with 10 silver and 8 gold bells, which were retrieved when the trap was disabled.

Underneath the furs was a trap door that led down to a large room with three holding cells.

Two of the cells contained captured adventurers, whom we will escort from the cave.

Malleus and Cet will be heading back to the caravan to update Gorn on the situation.

Gained 860 exp, for a total of 1360.

Session 4
Enter the Prisoners

Macarion and Rutt are liberated from their imprisonment by the party. They determine to combine forces and work together for the common goals.

Behind false wall found (All masterwork unless noted as magical):
1 dagger, magic (Reater)
2 daggers
4 lt Maces
2 Morning Stars
3 Long Spears
2 Lt Crossbow
2 Hvy Crossbow (Rutt, Brother Joe)
80 Bolts
5 Throwing Axes
1 Battle Axe, magic: +1 Enhancement (Thaydron)
1 Battle Axe
1 Hvy Pick, magic(Brother Joe)
3 Hvy Picks
2 Warhammers
1 Grt Axe
1 Dwarven War Axe

Observed that a raiding party has left the area and decided to finish checking out the Goblin lair before going after the raiding party.

In the lair, we encountered a mite and giant centipede, 3 professional goblin soldiers, 4 goblins, 1 bugbear.

Captured and interrogated a goblin. Learned the bugbear was leader of the goblins. Things are coordinated with a human with whom about 10 goblins. Found a magic Ring: Protection +1.

100 g: 20 g ea.

XP: 508 ea.

Session 5
Through the portal Into the Wilds

Our group emerges from the caves out into an unknown area of the land and start to investigate the portal. I was able able to identify that the portal needs a key to return home. But the group of goblins and the man we are tracking seemed to have come this way. We need a master level Wizard to help use. We returned back to the battle field of dead goblins and camp for the night. We sleep throw the night without any events. The next day we follow the track of the groups of goblins to the South West, Near the days end we see the remnants of Durgar watch towers. This is unheard of to my knowledge. We traveled two day and saw a structure a few miles not in the direction of the tracks we are following. The next day we found a Bear cave and argued about why we should not stay in it’s cave. Reater found a good place to rest soon after. that night Thaydron realized the stars and moon do not match the sky of Fearun. The following day we work to help Thaydron to track the goblins faster. Moving past the hills of this region. After getting to a river we found a boat tied to a dock and moved across the river encountering a man and his sons to inform us about the area. Ravengro to the South west down the river past that is the kingdom of Fallen thorn. to the south east in the mountain have a dwarven kingdom Heldren. The plains runner to the far west. giving him a battle axe in exchange for the information and a months worth of food. The sons toke us down the river about an hour and we find the goblins trail making us only about 6 six behind then. leaving us in the evening about ready to camp

60 days trail rations.
440 EXP 2308 total.

Session 6
Into Ravengro

Raetor and Rutt left the party, deciding the trip wasn’t worth the money anymore. Met Catkilla and Neo of Sporin at their campsite and decided to join forces. Attacked by 7 goblins at the end of the first watch, killed 5. The loot porter goblin was unfortunately killed in a scuffle with Catkilla and Joe. Joe decided to carry all of the dwarven weapons in his backpack. Macarion took one of the light crossbows and 20 bolts; Neo took the other 20 bolts.

After breaking camp, we found the two escaped goblins met up with the tracks we were following, but we had fallen behind as they’d broken camp early. We tracked them as fast as we could manage, eventually finding a spot on the river where the goblins had built a raft while the human spy continued on foot. Farther along, we noticed a spot across the river where the raft had gone ashore, but we decided to keep following the human. We eventually game to Ravengro, where we spoke to the blacksmith about our weapons (he’s holding a warhammer, dagger and morningstar to look for buyers; gave Joe a receipt) and spy. He said he’d fixed the scale mail of someone who kind looked like that, and said the man’s name was Henry (description below).

“Henry Gibson”
black hair slacked back severe widows peak
scale mail
long sword
well worn dark leather backpack
red half cloak

We spoke to the general store keeper about Henry, and he seemed shifty about it. A member of the town guard was also at the store, and when we mentioned that Henry might be selling stolen goods, he said that we should tell the town constable. As they left, Joe told Catkilla that the store keeper was hiding information, so he should keep an eye on them while they talk to the constable. The guard mentioned to Thaydron that there was a druid’s enclave in town where he could board Shere Khan. Thaydron went over to the druids and found out that the party was actually on Oerth (Grayhawk).

The constable said that they were having issues with a local thieves guild, and he would look into the party’s issue if they would help him. He said that the dwarven city was a 7-8 hr stage coach ride away, or about a day’s walk.

D – church
F – general store
G – blacksmith
K – tavern
I – inn
J – house of worship
L – constable’s office (Constable Ordith)
M1 – lessor noble’s house

Finished session by meeting back up with Catkilla and heading to find journeymen magic-users to identify items and saw a person paying us too much attention signal towards the buildings in the direction we were heading.

100 exp for 1 tile
189 exp for 7 goblins
100 exp for story progression

Session 7
Enter the Thieves Guild

Magic Dagger – +1 Defending Dagger
Magic Battleaxe – +1 Battleaxe
Magic Heavy Pick – +1 Throwing Heavy Pick
Magic Ring – Ring of Protection +1

Sold all masterwork weapons for 3372.08 gold.

The party was able to sell their items and identify the magic weapons. Later on Catkilla bought the best room in the inn for the party, after which he scouted the Henry mansion. Joe became ill and went to the priests for assistance and advice. The rest of the party decided to get some food at the tavern, but changed their minds when the chef turned out to be the main who had been giving them undue attention earlier in the day. A guard of the town’s watch was also paying the party a good deal of attention, and seemed to share a disappointed glance with the chef when the poisoning attempt failed. When Catkilla returned to the inn, he found himself to be locked out. After exploring for a way to get in, he gave up and went to sleep on the roof next to a chimney. The group was awoken near daybreak by a group of assassins picking the lock to the suite. When the battle was over, the party told the innkeeper of the attack and went to inform the constable. As they walked from the constable’s office back to the inn, Thaydron spoke to the constable about the chef and guard at the tavern. The constable said that the guard sounded like Henry’s brother. When the party returned the place was “clean” and the innkeeper, his family and his staff were all missing. The constable marshaled the remainder of his men and initiated a search for the missing persons and the perpetrators. The Gibson family might be involved with the thieves guild.

300 exp for Joe
450 exp for everyone else

Session 8
Enter the store and the Plot hooks
Session 9
Onto the plains

Our inquiry about the painting finally bore results. The artist was one Philip Gibson. He is well known for doing scenes from a Goblin Conflict some 10 years ago. However, he hasn’t been seen in nearly as many years.

After rousting early we collected the mounts we had either purchased or rented, and the appropriate equipment. We departed East by SE seeking the Plains Runner Elves to assist them in their conflict with the Ogres. While moving through the the tall grass prairie we spotted a haze to the east, which we assumed would be their camp, and movement to the south, for which we had no good explanation.

We veered south to check out the movement. Atop a rise we found a campsite from which we spied an approaching patrol consisting of an Ogre and four Goblins. Using stealth, we took positions atop the crown of the hill and began whittling away the goblins at range. Thaydron then used well placed magic to slow and halt their advance during which continued ranged attacks until only the Ogre, with his meager wounds, was left. We began to engage then both in melee and range, flanking when opportunity allowed. Soon, that horrid beast had also fallen.

The Ogre had been collecting the ears of my fallen kin and wearing them as a necklace. In fact, he had a bag of ears, not all of which were Elven, apparently collected as bounty. We believe we found the remains of Raeter Eron and Rutt, former companions of ours in the bag as well – though the ears could be from any of their kind.

Looting our foes we obtained 2 haunches Ham, and a total value of 58.15 gp. We obtained 5 gp from one Goblin, and 7 from another. The Ogre had a coin pouch with 3 pp, 15 gp, 10 sp, and 15 cp.

At the end of the conflict, a squad of responding Plains Runners led by Armitage McMacion arrived to investigate our enemies. He was quite knowledgeable, even recognizing my ancient dialect of Dusk Elven from the Realms of Abeir-Toril. I was warned that the dwarves here hale from both the Realm of Athas and this world of Oerth. They are known to hold great antipathy toward my kin. I discussed with him the bounties collected by the fiendish Ogre and the remains were collected to be put to rest properly. Then McMacion invited our troop back to the Elven Camp to collect the bounty on the Ogre.

The Ogres are apparently based someplace in the central plains. Together with the goblins they are working for an unknown person. If I were to speculate, given our own experiences – I believe they may be working for the same family assailing caravans in my home world. If that is the case, they could be using the Goblins to capture supplies on Toril and then creating a market for those supplies by using fiendish forces to attack their clients. If I caught such a monster at home, I should skin him alive one layer at a time using only a cactus needle for each elf he has gotten slain until the poison of their tips finishes him off. I shall relay all to my party at the earliest convenience.

XP: 468


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