Annals of Aldamere

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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Lest the plague take us all
Olis, Thorne, Petifur, Gabriel

With Ser Knight Marcel having been called away for an audience with the Bishop and his Commander, his entourage found themselves idle a few nights in Hätmandorf. Having made it clear to the innkeep that Ser would not be covering any bar-tab incurred in his absence, he had suggested that the party be put to some useful purpose until his return.

It was thus that the innkeeper pointed out to the Knight’s men that a local craftsmen, Albriet Smung, was quite depressed and deep in his cups over what he was sure was the impending death of his mother due to a foul sickness that had beset her early in the day. The party was entreated to leave immediately for a nearby outlying village in search of Emigarde, the herbwife, to treat Old Mother Smung. Despite it being past Compline bells—and with little else of entertainment at hand—the Knight’s entourage set off on the errand.

Thanks to their huntsman, Gabriel, and the wiley ways of the man of the cloth, Petifur, they were able to turn the tables on a group of highway bandits who were in wait and set the terms of battle. The fighting was brief but fierce, until the ruffians met face-to-face with Olis’ axe and realized the unexpected travelers were less soft-bellied that hoped. A trio of bandits were slain, and a few other slipped away under cover of darkness licking their wounds.

The mission of mercy was otherwise uneventful, and Emigarde agreed to return that night if our chirurg—or should it be chirurgin?—, Thorne, agreed to keep watch over her other patient. By morning the matter was resolved, and Old Mother Smung was not in as dire a shape as was presumed at the outset.

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The warmest inn in winter
Olis, Marcel, Thorne, Gabriel, Gretta

With the return of “His Nibbs”, the Knight Marcel’s men had been found to have not been entirely idle in his absence by having dealt with some bandits on the road. Ser Knight was promptly paid the bounty of 10 silver pfennigs a head for their efforts—after all, such sum of coin would only cause trouble if given to a gaggle of commoners without their lord about to keep them in line.

While preparing to embark upon a new errant mission for the Bishop to put down bandits harassing pilgrims on the road from Onslo to Röttes, the party spoke to a number of individuals about town. Not much of direct relevance was discovered of the Robber Baron in question, but they did hear rumors of the Tarn Helm, a magic object of note in the area for which the Luger Bank offered a reward.

In an unrelated matter, a glover in Hätmandorf wanted Ser to settle some minor Guild matter elsewhere in Leislau which did not strike him as proper Knight Errant business—despite some fierce desire in our erstwhile librarian for the fine wares on display.

On the morn, the Knight and his entourage set off on the road to Onslo. The travel was uneventful save a brief encounter with “Fay Forest Trolls” which turned out to be bison.

Arriving at the village of Ubrutswellen putting up for the night at the Inn, the party spent the evening listening to fine music, ginning up the prejudices of the locals, and examining the strange Idol of Central Heating.

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A tale of fay forests, stout wood, and strong women
Ser Marcel, Olis, Gretta, Thorne, Gabriel

Before continuing on from the village of Ubrutswellen, Ser Marcel and his entourage made note of the odd stonemasonry in the Inn’s basement where there seemed a mysterious connection between the whorlstone of Ser’s ring, a few odd bricks, and a Relic of Saint Abinu known as the Marlstone. Then making a dutiful stop at the Kirche, the party paid heed to a sermon on the Virtues of Hermitage—save Olis who looked to the safety of the mounts and his sanity. In the midst of the delivery of the Word, Thorne’s and Pater Heino’s interest was drawn to some disturbance in the priest’s residence, and upon the conclusion of the service Ser was encouraged to make haste. After a brief and earnest discussion of the matter while making preparations for the road, Gabriel clarified that the issue was of no further concern lest we pry into the mans’ privates… er.. private matters. Invocations of Saint Cialis the Stout where perhaps heard in the distance as Ser and his men left for Ansloh.

The travel on the lonely road was uneventful, with Gabriel urging them beyond an area of the forest that appeared to be under some blessing be it of Saint Eamon, a fay lord, or merely a strangeness in the woods.

Arriving at Ansloh, the village proved to be a prosperous center well positioned and industrious, boasting a fine lumber mill and related craftsfolk. The local inn, the Wulf and Stäg, was a shrine to the recent Crusade against the Jahesse established by a retired knight, a former Ser Kelvic. Warmly greeted, Ser Marcel seemed a little harried and interested in turning in for the night and making an early day of it. The battle-worn innkeep and die Schultze Gunmarra—a force of nature herself—conferred what was known of the brigand’s attacks, particularly their targeting of several key shipments of coin for the local paymaster.

Ser Marcel and most of rest of the party turned in with the plan of leaving upon the morn to visit a local woodwarde, Ernel, at his cabin in the hopes of learning the local places in the rough lands that a Robber Baron might hide his bounty and his men. Ser was concerned that some local agents of the Robber Baron would likely make an attempt on his person that night, so a watch was set as a precaution. It was thus that Thorne was last seen in the company of die Schultze who was keen on making the best of the evening—Gretta on the other hand slept quite soundly.

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Fell woods, dark caves, and burning lakes
Ser Marcel, Olis, Gretta, Thorne, Gabriel

Ser Marcel stood first watch from Compline bell to midnight, while the rest of his companions bedded down in the adjoining room. At midnight, Gabriel relieved him, but given they were in a well-kept inn he did so mostly to humor his lord. He dutiful kept his post, passing the hours refreshing his memory of lesser-known Solaren chants until Gretta took over around Nocturns. Somewhere in the early hours, Thorne returned from die Schultze’s tender embraces looking rather worn for wear.

At daybreak, the woodwarde arrived to speak with Ser, and proposed three likely locations in the area where a band of brigands might hold up. While mapping out the locations, Thorne shared what seemed a preternatural understanding of the local vassal lords who could be considered suspects in the matter of the Robber Baron: Lord Rabenschwitzer also known as “The Black Crow”, an embittered Knight return from the Chumac Cruades; Van Heftzig; and Baron Luftzeiger.

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After some discussion, the woodwarde was employed as a local guide to bring us to the nearest locale, the “Haunted Hermitage”. There was some initial skepticism that it was merely a local superstition—given that hermits by their nature are often viewed with equal part reverence and fear—, yet Ser and his entourage quickly gathered forage. Having a quick stop at the Kirche for prayers, our scholars found the name of Von Heftzig in the records and made a few notes about his lineage and age. Shortly thereafter, they set off by way of a local game trail.

Having left the mounts behind in Ansloh. the travel was harsh but making good progress until deep in the forest the woodwarde spotted a Wood Golem near the path. Gabriel and the woodwarde advised to backtrack and give the erratic and dangerous creature a wide-berth. A hasty fording of the river lead to a chilly night along the river before pressing on the next day to arrive at the foot of the cliffs where the hermitage was to be found.

Having climbed for some hours to the cave, it was quickly apparent that it was not home to brigands or even a hermit, but it was certainly home to something unseen and malevolent. There were no particular clues within the cave save for disturbing writing in Old Hrondene at the rear. The party wasted no time in starting their decent, and found the likely remains of the old hermit tossed down the hillside—be it by accident, some fell deed, or in a moment of clarity seeking to escape the horrors of possession. Olis thought to gather what he could to be interred with some propriety and reverent words by Gabriel, a restless night passed quickly and far too quietly. Thorne and Gretta went to some lengths to insist we stay close to the campfire while they lit candles and scribbled in the dirt much of the evening.

As early as could be mustered, Ser and his companions decided to strike north to investigate the ruins near a lake that could be a promising and fortified hideout for brigands. The terrain was known to the woodwarde, but not commonly travelled save to visit a village across the pass. Passing up a chance to hunt a boar, the group crested the ridge to see the lake settled in a valley set within a ring of mountains and filled with a heavy range of forest. Towards the base of the ridge, there were the remains of many foundations of houses abandoned long ago. With some investigation, it seemed that the down-slope side of the stones seemed to bare signs of some great conflagration.

Olis spotted the tracks of some strange unknown beast as well, leading deeper into the forest towards the lake and it’s islands…

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The Bovine and the Beast
Olis, Marcel, Gabriel, Gretta

The tracks discovered by Olis appeared to be those of a lone beast man, something that our woodwarde has not seen before—in point of fact, the woodwarde had run into a number of previously legendary things on his travels with Ser Mercel, and was wanting to return to his home sooner than later. The group followed the trail towards the lake, with Gretta trailing a bit distracted by another chunk of nearby Worlstone.

After arriving on the edge of the lake, the beast turned away and headed away towards the village of Albugang. Since that lay more than a day away, the group headed around the lake to an area of thick reeds revealing the location of a submerged and broken road leading out to the island. With the night falling, the Knight’s entourage set camp and watch to look for signs of brigands out on the lake.

By the wee hours of the morning, it was clear that there were no force of a robber baron hidden in the area, but that it was an unquieted, haunted place leaving Gretta particularly uncomfortable. Strange lights on the island demanded to be checked out, so on the morn the group forded across the shallows. Gretta, perhaps still shaken from a difficult night, fell deftly into the chilly waters. Gabriel was able to quickly recover her from get her safely to the island, and set up a warming fire quickly.

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Exploring the island, Ser disturbed the rest of some apparition which took umbrage to his rearrangement of the ruins—themselves seemingly slightly better preserved than those on the shore, and made of more Worlstone which Gretta felt may have been chosen for it’s warding properties. With the power of the word of Thesme and the might of Ser’s arm, the spirit was dispersed and the group departed the island lest they rouse more restless spirits.

Having found no signs of brigands at either of our first two leads, Ser decided to track down the beast man should it be a sign of some further trouble, or—as those in Ubratsweiler indicated—some sure sign of heresy. Travelling some ways through the woods, we discovered an agitated crofter concerned over his even more agitated livestock. Tracks indicated that the beast man likely stayed a night in the barn engaging in some unspeakable abuse. Taking our leave of the farmer, the tracks lead off again to a bramble which the group flushed the creature out of with our approach. Gabriel was able to wound it, but it’s swift inhuman legs made a chase fruitless.

Having pushed it back away towards the lake, the group headed on to the village of Albugang, which turned out to be little more than a crossroads in the center of far flung farms. Greeted by Elder Matriz, Ser and his men were taken to an ancient amphitheater that served as the local kirche, looked over by Priest Sharl.

After some discussion with the Elder and the Priest, it was decided that Ser would track down the beast man to see if it was in fact a scout for some larger force—the village had some history with invitations from these creatures previously—in exchange for Sharl’s divining more about his mission and the location of the robber baron’s men. The woodwarde was dispatched to return home, and preparations were made to set off again after services of Thesme were rendered.

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The Carcass in the Clearing
Ser Marcel, Gretta, Thorne, Gabriel

In the morning before setting off from Albugang, Gretta and Thorne spent some time discussing the Mysteries of the Fourth Wall with Priest Charl, who turns out to have been afflicted with some witch’s death curse forever to change form. The slight woman of the day before was no longer to be found, and instead a middle-aged man of some girth greeted us for the planned services. It took Ser Marcel some time to catch up with the odd happenings, although he brushed it off as some further queerness of the village that was of no matter.

Setting off on the trail of the beast man (known to the locals as ‘goatkin’) in the company of the hound, Barlz, the party retraced their path once again back to lake with it’s queer ruins, and camped in the eaves of the forest before crossing the eastern gap. Stories of the goatkin’s dark trio of gods of madness, disease, and rape made for uneasy sleep, although the group did take care to rest far from the restless spirits closer to the water.

Crossing into a valley on the other side, Thorne noted some strange scent—perhaps the one that the hound was tracking—and Gabriel found a sulfurous spring which had been poisoning the forest in that area. Scouting carefully further into the blighted wood, the party came upon the disturbing sight of some animal hung up in the tree. The strangeness of the sight distracted most everyone as they were set upon by a band of these goatskin. A fierce fight that staggered Ser numerous times ended with the slaying of the leader, a shaman, and one of the lesser goatskin while a few others slipped off back to their camp. Barlz proved a fierce fighter but was grievously wounded by the leader and saved by Gabriel’s healers kit.

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Thorne's field notes from 2/17/15
Charl and the Beast-men

02/18

Two separate styles of handwriting on the page.
Regular = Erasmus
Italics = Chezza

“Charl”
We met a curious “priest” called Charl. According to my fellows, Charl presented as female on their previous meeting and male during my conversation. “He” hides “his” face and most of his body in robes. Charl is very forthcoming and agreeable to my curiosity about “his” condition. Claims to be cursed by witch’s death curse. He claims to have suffered from this malady since well before I was born. He seems to understand the nature of our unique condition and even offered to “cure” it. We assured him it was ideal. Subject Possesses protean qualities – changes form randomly yet retains personality if not vocal characteristics. Time in form is indeterminate. Shifts in anatomy include specific environmental adaptations of near-human bipeds such as aquatic “merfolk”. Happened when near native habitat of said creatures. Possible Therianthrope but claims no mental command of ability. Mastery over “curse” possible with mental exploration and conditioning? If time permits, would like to return and explore more thoroughly.

Of note:
Despite Hearing entire conversation btwn. group and Charl, Marcel believes them two separate entities – further evidence of mental occlusion from ring event. Must study further.

Beast-men

Said to serve “3 gods”.
Ragnaglar – god of madness
Malia – god of disease
Thedd – god of rape and mother/father of beasts

According to Charl, any animal a beast-man mates with will bear it’s offspring. Offspring often has characteristics of both parent beast-man and other parent. Also capable of having offspring just amongst themselves. Would be of interest to discover how many disparate genetic “sources” could be combined into one entity.

We Travel back through the bowl containing the “haunted” island and curious ruins through the cleft to the East. Companions have a dread of all things Easterly – “evil” “unnatural”. We Haven’t traveled further East than home. Monstrous things are said to come from there.

Must try and steer travels in that direction – further opportunity to study anomalous events and entities. On downslope from bowl ground we enter a copse of dead trees – appear to have been killed by disease. Ground is saturated, water is brackish – appears to be coming from somewhere ups lope. Gabriel investigates, finds a sulfurous stream trickling from the rock. Prob. killed trees. Detect a foul stench from further East. The dog discovers a mutilated corpse hanging from a tree, tied with a rope. Curious, why is it there?

blood splatter on page

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Malodorous scent was musk from a group of goat-men who ambushed group. Capable of using tools, weapons. Employed bows and spears – both roughly crafted, assume by their hands. Lead by physically imposing specimen. Excellent with bow. Also by Shaman, utilizing minor eldritch abilities. All specimens quite resilient. Shaman possessed “mana” – was able to siphon. Internal anatomy of goat-men consistent with aspects of both caprine and hominid anatomy – apparently a harmonious amalgamation of such. Would be interested to study physiological effects on “victim-parent” of beast-man offspring. Also to observe offspring brought to term and birthing process.

You are alone in that, sweet sister. The group seemed rather organized. Their leader continuously barking orders and reacting to our tactics quite intelligently. In the end, we won because we overpowered them, not because of superior intellect or tactics. I’m aware these creatures are called evil and reviled by the folk of Albugang but remain as of yet unconvinced. They seem a comparatively primitive, rather aggressive, highly adaptable humanoid race. I am in no hurry to murder more of them. It would be of great interest to observe their behavior when not interacting with outsiders. Do they build structures? Are they nomadic or do they have a village of some sort? How do they organize outside of these hunting parties? It was mentioned by Charl that they are rumored to have some sort of King. What are their religious practices when worshiping their three gods? Much remains to be learned of these creatures.

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The Wild Goat Chase
Ser Marcel, Olis, Gretta, Thorne, Gabriel

Having taken a moment to recover and search the bodies of the leader, shaman, and the other goatkin felled in the clearing, the party pressed on to find the source of the stench. It was the goatkin camp that that two fleeing goatkin had quickly tossed as they retreated further down the valley. Calling it a camp is a bit generous since it was essentially a sewer with some bedding in it. The shaman’s bedding, however, turned up some strange items of interest to our Chirurg: a tin flask of some minty liquid, a stoppered gourd with some foul perhaps poison, a leather bundle with some herbal paste, and a cloth bundle with a strange copper relic. The camp also contained the tortured and desecrated remains of the goatkin we had tracked to the outskirts of Albugang, perhaps being made an example of for having revealed their presence.

Setting fire the remains of the camp, the party retreated up to the ridge above the valley for a cold night at least away from the filth of the brimstone spring and the haunting spirits by the lake. Some shade was in the area, perhaps the spirit of the goatkin shaman, but it never made itself known to any but Thorne and Gretta.

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The next morning, Gabriel and the hound Borz picked up the trail of the fleeing goatkin which lead deeper into the valley. After a full days tracking, a hill troll awaiting game killed one of the goatkin while the other fleed for it’s miserable life. Backing up a bit for the night, the hill troll came up on the party to try to quickly dispatch a helpless victim, but was greeted with torches and missile fire, The troll was able to escape into the darkness, but had been thoroughly discouraged by the lack of an easy meal. The skirmish did leave Ser Marcel’s armor in poor shape, and Olis was quite annoyed at being unable to put the beast down for good.

Once again picking up the trail of the remaining goatkin, the party followed it as it meandered with seemingly little purpose of direction—perhaps because it lacked any kind of guideance with it’s tactical and spiritual leaders dead. Rather than continue the seemingly fruitless pursuit of the lone creature, the party set off in the direction of the local village of Winnownorg.

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