Fungeons and Flagons

Pre-Quash
How it all began

Rocks fall, everyone dies. New characters, new realm, new campaign.

GO!

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Fungeons and Flagons
Deathless Living Greyhawk

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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adventurers unite

It is adventuring day. 5 people come together, a fighter, a paladin, a wizard, a rogue, a ranger and a cleric. they chase an ogre through the village and soon deal with him. it was apparently a set up to see how we would work together and handle ourselves.

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pots of knowledge

pots of knowledge, the Kondkanyagn.
Orantell is in the library, a man is brought to him. This mans brother is missing, his name is Klaus. He hunts pots of knowledge and is lost somewhere in the hills of Yatils near Oskandale. 2 hours out of town there is man with horse stuck in mud, the party help him out. Stop at an inn for the night.
4 days later they come across a stream, there is a shirt in the tree and a camp, it belongs to Klaus. There are sounds of a fight, a dwarf with shovels is cornered by 5 wolves. they help him out and find a cave. investigate the 1st level, nothing. 2nd level they find Klaus, an opal vein and a pot room. It goes dark, dark mantles attack. The party take various pots, creek starts flooding the caves. they escape

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mine time

there is an old man being mugged by a young guy. Jamar is his name, the young guy wanted a map. He takes us to his master who lost all his money. It is in an old run down house behind the Gartz house. Master Auldon wants to establish his family trade. He owns a mine and wants us to investigate it. It is a 4 day journey.
1 day into travel they stop at an inn. A bearded gnome goes inside, someone comes out to fight in a barn. There are 3 orcs trying to steala cow and 2 orcs stealing chooks. 1 other turns to fight the guy, his name is Astin, he is a ranger.
2 days they come across some burial sites which have looted. 2 miles south is a mine and a barn. inside the barn they find a parchment and a trap door..Go down the trap door and enter a corridor. There is a chamber with moaning coming from a hole. There is a chamber with sarcophagi and skeletons. They find a body with a book under the sarcophagi chute. Another room, 6 corridors. Pedestals in rooms, magic necklace which Gimbell finds. They exit the mine and are ambushed. Return to town

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pony town

Back in Eksag it’s ½ Autumn and morning time. A knock sounds at the door. It is various representatives from all the noble houses wishing to speak to the party. Bartz rep speaks to Flugin. They are all having issues over deliveries not arriving from Krestobel. While this conversation is going on Flugin goes outside to preach to the masses. It seems the masses are leading Flugin to a cliff. Lexine goes to supervise (rescue is a such a harsh word) Flugin and bring him back to the safety of the house. The Bartz, Gantz and Ytir family want the party to go to Krestobel and sort out the delivery problems. They must talk to Weissper family when they get there, all transport has been arranged for the party and soon a couch will arrive to pick them up. After much haggling the party gets 4 cure light wounds potions from the reps before they set off.
After 8 days of travel they arrive at Krestobel just as darkness is falling. They are taken to the Silver Saddle. The town is made up of a lot of corrals with some horses acting very disturbed. A group of horses is being dragged out of the stables by hobgoblins who are stealing them. Combat begins. Inside the corral are 3 unconscious human males wearing Tabards of the Weissper house. Wake them up. The party enter the inn and are greeted by cheers from the crowd. It seems horses are a big thing here and we are considered heroes for rescuing them. A huge party commences in the inn with much alcohol being imbibed, strangely, even by the horses that have wandered into the inn.
In the morning the party are requested to attend the Weissper family. Somehow they have picked up a new party when they weren’t looking. Her name is Zena and she is a sorceress who has no memory. They are led to see Haston (brother of the king). He is very worried about his niece Hanne. She is hanging out with an unsavoury character called Karl Husan, whose family happens to be in constant conflict with the king. She is in a town called Yatleskard (50 miles away) which is in the area that the cargo has been going missing. Haston gives us 5 ponies to use for the journey which takes several days.
Yatleskard has a wall with a guard tower attached. The guards tell us Karl Husan is in his manor house which is attached to a barracks. The party head to The Flowers inn ( a den of iniquity) and talk to the owner of the establishment. Hanne is not here as the guards said. Karl Husan is not allowed back in here after what he did to the girls in residence. Seems he is a mean SOB. The madam seems to take offense at Lexine and Flugin trying to turn her clients back to the good side and orders everyone upstairs to talk. Lexine and Flugin refuse to go but seem compelled to do so. Upstairs in the office it seems Hanne is a ctually a spy working for this lady and trying to find out what Karl Husan is really up to. It seems he has been harassing the Garrison Commander Brockenboard.
Visit the town commander. There seems to be various rumours going around about an Orc or Ogre mage on the outskirts of town that might have something to do with the cargo going missing.
The party leaves town by South wall gates and enter an area with ditches with spikes and bodies attached to them. They enter a shanty tent town centered around a main tent. They enter a gambling tent looking for information. Lexine can’t detect evil, something is blocking all her senses and that of the other party members. More rumours abound mainly about ghosts/wights at an old watchtower along with an illusionist. Lexine is approached by Karl Husan himself in a bid to keep her focus occupied elsewhere as she is disturbing the gambling going on. Basket head and Gimbell partake in gambling in a bid to gather information.
The party decide to visit the old watchtower. Lexine kicks in the door and yells surrender. There are 4 men in the room who attack immediately on hearing this. Near the end of the combat a female figure with a whip comes swinging through air and finishes the combat off. This is Hanne and she tells us some information. Karl Husan is definitely doing the dodgies. There is a half orc called Rogo-dus who is associated with him but may be able to be reasoned with into dishing the dirt on Karl. As we have blown Hanne’s cover we must go to the drinking halls and find Rogo-dus and follow him into the Yatel mountains.
The party finds him and follow him into the mountains where Gimbell disables many traps along the way but still manages to set off an alarm. Zena summons a horse and they tie the alarm bells on it and set it free as a distraction. It works. They soon come across a gully with a large camp. They find somewhere to hide/sleep the night away. There are sounds of goblins coming towards the party. 2 Hobgoblins appear and attack from the trees, seems there will be no sleeping tonight. Combat begins. After the hobgoblins go down some goblins appear and attack. Luckily the alarm has not been raised and the party can rest up for the night.
In the morning a few figures are seen moving around the camp, they are bugbears. From the main tent in the circle comes Rogo-dus. Gimbell follows him in an attempt to capture him for information. Rogo-dus eventually notices him and attacks Gimbell who takes flight and heads back to the party. The both meet and talk with Rogo-dus. Lexine smites an evil plant which explodes and slightly damages the party. Apparently Karl Husan has Rogo-dus’s sister Reggie held captive somewhere so that is why he is helping him to try to overthrow the kingdom. If we rescue her Rogo-dus will tell everything to the authorites. The party notices a bird heading back to town, it seems Rogo-dus has been spotted talking to the party and he now fears for his life. Lexine vows to protect him back to town and to the authorites.
Back at town the guards are on alert. There is guard in the ditch aiming a crossbow at Rogo-dus, Lexine jumps in front of him and takes arrow damage. Combat begins between the town guards and the party. An obscuring mist appears from the ditch and seals of half the area from sight. Meanwhile Lexine gets impailed by a guard and goes down very quickly. While Flugin and Rogo-dus frantically try to save her life, Basket head, Gimbell and Zena on the other side of the mist finish off the surrendering guards.
Quick summary—Rogo-dus goes to jail and gets killed in there, Karl Husan and his army move fast and defeat the humanoid Goblin strike party and is looking poised to take over control and the power in Krestobel. The party report back to Haston and get rewarded with war ponies for their effort.

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the contract

The contract
The party takes on a contract to hunt down a band of rustlers. Their employer is Ritter vanDebergsen the mayor of Skillet. He wants a herd of cows and a prize stallion colt called Might and Power returned. The party escort a caravan to the town of skillet, it takes 3 days. The outskirts contain many small buildings and corrals. They visit Pimm in a house on the outskirts. He is drunk and his desk is messy. The rustlers contain 4 members, one an Orc. He hands them a chit for 30gp and the party head for a tavern called Long tables. Inside Orantell starts a fight by casting a spell. The antagonists run off. Man comes up and gives information. The constable is too scared to get the rustlers which is led by an ogre. The constable turns up and reprimands Orantell for casting spells and starting a bar fight. Lexine steps in to try and calm the situation. Basket head (still hasn’t given his name ) convinces the constable that Orantell is an evil necromancer and Lexine is under his evil spell and is in fact his bodyguard. The constable tries to arrest Orantell, who runs off out of town. Eventually he gives in and spends the night in jail. They stay at Helger Pimm boarding house for the night.
Riding south the party pass many farms. They eventually enter Swerrin land and set up camp under some trees next to a river. In the morning they reach an area of woods and find an abandoned campsite. They find footprints and follow them. They come across a rocky outcropping and smell of smoke. Around a campfire is several camp beds with a cave opening nearby. An ogre appears with men and attacks the party. After combat ends they enter the cave which turns out to be a well. There is a man down there. Gimbell goes down the well and the party follows, they land on a beach, the man has disappeared. They follow his tracks and find him suspended in the air in the middle of a gelatinous cube. Gimbell gets paralysed by it as does Lexine who also manages to get swallowed by the cube. After dispatching the cube the party enter the next cavern which is filled with many crystals and many tunnels. There is a stone door with glyphs on. Lexine tries to kick the door open, it doesn’t open, she then charges the door and gets flung back. Giant ants appear from another corridor and attack. Half way along another corridor a fissure appears from the roof going up to ground level. There is another cavern ahead that is filled with many hundreds of giant ants and a hive. They backtrack to the magic door. The description says the star and stone opens the door. They climb out of the fissure and reach another campsite with the missing cattle and prize colt. Gimbel and Basket head approach the campsite and find men there. Baskethead goes inside a tent to talk to the men. Outside Gimbell loosens a tent rope, Lexine charges the tent and all go down on top of the inside occupants. They take the men captive and try and calm down the prize colt. It bolts and while Lexine, Flugin , Zena and Orantell take the captives back to town, Gimbell and Basket head go hunting the prize colt. It eventually takes a week for them to run it down and bring it back to town.

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raiding orcs

the party hears of raiding orcs coming from the north and decide to go hunt them. They come across Kurgan island in a marsh. There is a keep with a river running next to it. In the creek are dead bodies, on the battlements of the keep are orcs. Lexine takes and arrow and is poised and spends the whole adventure throwing up. The party infiltrate and deal with the orcs.

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Owlbear Bandits of Beatups
Non like it feathery

On returning to Exag the group finds a large hamlet in cleanup mode after bandits, or was it bears attacked the town.

Using the hunting dog to track the strong owlbear scent the group finds an owlbear warren on the hill near town. Upon investigation they find the bears patrolling the area, and through harrowing combats they come out, scratched but better. Till the apparent wrangler of these beasts ambushes the group. Once in melee BASKETHEAD OWLBEARHEAD and Gimbles dog keep the poor man pinned to the ground.

Arcturus free’s his pony from the Entangling spell and after regaining his mount attempts to flank, finding the last owlbear (also trying to flank the party). A wrestle ensues and Arcturus manages to get the owlbear over the gorge cliffs, riding the soon-to-be-husk like a sled to a halt. Arcturus rests, winded and clutching to consciousness, beside a bleeding carcass.

Inside a cave near the top of the hill the party finds a cave, a mauled bear pelt, and loot from various plunderings. (Each member of the party gets 300GP each, those attending already have this)

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poisoned towns

In Old Cat Lady town, The party received a message that the Gynarch wanted to see them. They attend. 2 people come out, a half elf and a human, they have been summoned also. The Gynarch arrives. She has a very important message from her friend, Mayaheine. Lexine flips out. OMG! OMG! OMG! There is a series of towns that are falling ill with the grit. She wants someone to investigate the matter. The party go to see a tax collector that has recently returned and is now ill. They ask questions of her and then head off to the nearest village. It is located in a swamp and the local fisherman supplies all the food. The village all became ill after eating clams. The party visit the fisherman and finds out where he fishes. They go to a rocky outcrop in the swamp with a tree and a stream coming through a small opening in a cave. Investigate the tree, it is poisoned, a dead bird is near the stream. Owlbear head/Cree dissects it and it has been poisoned too. Investigate the hole more closely. Cree rapels down the hole, finds a fake plaster wall, bashes it down and sees a light source in the distance. Lexine finds another entrance in a ravine. They go down and find a black cloth covering a machine/waterwheel. It has a timing mechanism that is cutting off something which then drops into the water system, it seems this machine is poisoning this part of the stream. Dismantle mechine and take the timing mechanism which has something that looks like gnome language etched onto it. They leave and show the black cloth to the Wilhem’s dog so it gets the scent of whoever left it there. They move on to the next village. They travel through a mountain pass and notice pebbles being dropped on them. They stop and see nothing, continue on and more pebbles are dropped on them. Lexine tries climbing up the mountain, a boulder falls and narrowly misses her, she sees an Earth Elemental sticking out of the mountain. She climbs back down and throws a javelin at it. The party run and it disappears behind them. In Gas town thee is a haze over the town. This town supplies other towns with gas bottles that are used for lighting in more well-to-do houses. It appears there is gas in the water supply which is being investigated. The party convince the town authorities that they are here to sort it out and show the appropriate paperwork stating this. Several weeks ago a gnome like figure draped in a cape and using a cart bought many bottles of gas from the town and then disappeared. They tie off a rope and Wilhem goes down the well. He finds a fake wall and goes back up the well as he is not strong enough to break through the plaster. Lexine strips out of her armour and ties off and goes down the well and breaks through the plaster wall. She finds a machine that seems to be dropping poison into the well. She tries to dismantle it but instead breaks the machine and poison erupts from the machine, drenching her, the well and the water supply. She goes back up the well, and the town guards clean her off, and she is purified. Now that the water supply is definitely tainted with poison, the party spend several days purifying the well, the water and digging through the mud at the bottom of the well to make amends. They look at the machine more closely now and find a lizard/reptile tail. They take it. Lexine looks inside the machine and find the reptile bolted down inside the machine, it was trained to hit a syringe that released the poison. She puts it out of its misery as there is no way to release it. They go back down the mountain path and encounter the earth elemental again. It is not happy with them and won’t let them pass. Wilhem and Lexine give it some gold and it lets them pass. Seems it is a bandit and is extracting gold or gems as a toll on anyone who passes that way. It must be dealt with later and there is a more pressing matter to deal with. They go back to Old Cat Lady town and report to the Gynarch and tell her what they have found so far. As the approach the city they see several parts of it on fire but under control. The Gynarch reports that women and children and dying in the towns leaving only the strong behind. The party head off to the last town One Fjord. They come across a caravan of people coming from the town. It is being led by a cleric of St. Cuthbert. They are all sick. Wilhem races back to Old Cat Lady Town to prepare an emergency tent town where the caravan can be quarantined. Lexine stays with caravan to offer any help she can. They arrive at the tent town and she finds out she is now included in the quarantine and must stay there for 4 weeks or until she is cleared from poison by the local clerics.

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