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    <title>Obsidian Portal Adventure Logs</title>
    <link>http://www.obsidianportal.com/</link>
    <description>The most recent adventure log updates.</description>
    <language>en-us</language>
    <ttl>40</ttl>
    <pubDate>Fri, 19 Mar 2010 14:25:18 +0000</pubDate>
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      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/LyOoS-UEyAw" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:25:18 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16313/adventure-log/welcome</guid>
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    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/wjcT6v0tCfg" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:18:02 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16312/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/wjcT6v0tCfg/welcome</link>
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    <item>
      <title>Session 15: Madness and Lies</title>
      <description>&lt;p&gt;Through the rain and chaos in the streets of Everlund the heroes escorted Lord Tanr and Garrim, armoured carriages and grim guardsmen clattering and groaning. They reached the east barracks, and within it&amp;#8217;s great stone walls, a dark deal was made.&lt;/p&gt;


	&lt;p&gt;To slay or exile Lord Tanr would be to plunge the city of Everlund into anarchy and do his evil work for him, for he was one of many who had enslaved themselves to the shadows and their conspiracy had concocted plans for the event of their leader being brought down. In the name of the greater good, then, the heroes released the wretch, albeit much addled by goblin mushrooms. There would be a grand celebration hosted by the house of Tanr to celebrate the return of Kael and Alysa, and herald the mock peace the would follow them.&lt;/p&gt;


	&lt;p&gt;Samiel, the eldest son of Lord Tanr, was true to his word after some convincing. He paid the heroes generously for the return of his brother, but would not speak openly of his father. His spies had also returned some interesting news of the heroes&amp;#8217; quarry; Orbain, Mariel the murdered scribe and Balasim were all members of the legendary Harpers. These people, the stuff of legends, a great cabal of Illuminati that manipulated power across Faerun to foil the many dark powers that plague the world, and they do so with the blessings of the ancient gods. It was these same Harpers that had so avidly scrutinised the bloodlines of ancient heroes, and where they trickled across the Silver Marches.&lt;/p&gt;


	&lt;p&gt;The mysterious Elf too was made known by Samiel&amp;#8217;s agents; she was Yeselne, a powerful mystic and leader of the Elven community in Everlund. Like Balasim and Orbain, her current whereabouts is unknown, but presumed to have travelled north like the others, and was the last to vanish. Finally, is became known that Livicus and the Damaran dark priests were one in the same. Livicus was found to be an Imperceptor of Bane, a high inquisitor of the Tyrant God.&lt;/p&gt;


	&lt;p&gt;Vile though his nature may be, the heroes rightly determined that one evil is not the friend of another, and that they might be unlikely allies in the fight against Gargauth.&lt;/p&gt;


	&lt;p&gt;To the house of Kroth, the heroes then ventured, to seek further recompense for their efforts in the Nether Mountains and to determine more about Alysa, the supposed witch. The haughty merchants would not be out done by their bitter noble rivals, and exceeded the princely sum paid to the heroes by Samiel. Alysa was found to be no more a witch that Kael, but simply a victim of the twisted conspiracy gripping the city.&lt;/p&gt;


	&lt;p&gt;So then, that evening, to the celebration of the heroes&amp;#8217; victory, of which word had now spread across the city, and the reception that their saviours received was grand. All the rich and powerful of Everlund was there, and no expense was spared in the festivities. Also, much to the ire of the nobles and merchants, there was a Dwarven wedding performed by Vorgrim for Alysa and Kael.&lt;/p&gt;


	&lt;p&gt;Soon though, dark words weighed heavy on the heroes&amp;#8217; minds: &amp;#8216;Go now to the city of Everlund, and I will find you there.&amp;#8217; And the Toymaker did not betray his word.&lt;/p&gt;


	&lt;p&gt;Arynn, while seeking tranquillity in the night time gardens, first say his spectre as it drifted into the house of Tanr. She followed it into the darkened and silent chambers away from the celebrations, but it could not be found, save in the heaviness of shadows. She collected her comrades, and they were called by whispers to a quiet corner of the ballroom.&lt;/p&gt;


	&lt;p&gt;And there it was, capering about in the skin of a decadent mortal, darkly handsome and with eyes full of admiration and spite. It called itself Gareth and claimed to be a humble toy maker who had lost a prised work; a Jack in the Box. The creatures insanity son wrapped it&amp;#8217;s tendrils around the scene, tearing away at sense and coherency with disjointed rants about being a lost lamb, finding the true nature of the heroes and the secrets of the Box. It challenged the heroes to play his game and find the secrets of the Box, and to discover who they really are.&lt;/p&gt;


	&lt;p&gt;Incensed by Gargauth&amp;#8217;s mockery, gargauth smote the beast, eliciting little more than a chuckle, and then Nala attempted to dispose of the Box, even into Gargauth&amp;#8217;s own hand. It was simply handed back with more mad laughter, until Kasim finally gave into the things calls and opened one side of it, flooding the room with bright radiance.&lt;/p&gt;


	&lt;p&gt;Then all was black.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/uqJhAjATN_U" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:15:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-15-madness-and-lies</guid>
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    <item>
      <title>Session 14: A Voice in the Dark</title>
      <description>&lt;p&gt;&amp;#8216;Go now to the city of Everlund, Children of Greyraven, and I shall find you there. Now you will play my game.&amp;#8217;&lt;/p&gt;


	&lt;p&gt;The voice sheered through the mind of Arinn like frozen blades, and then its presence dissolved back into the tainted umbra from whence it came; the heavy darkness that welled up upon the heroes when they retrieved a curious box from a gore drenched and desecrated alter buried beneath the dungeon.&lt;/p&gt;


	&lt;p&gt;It was the Jack in the Box, and the voice was that of Gargauth the Betrayer.&lt;/p&gt;


	&lt;p&gt;So it was that the heroes heard the voice of the enemy, whispering in the mind of but one of them. They had finally fought through the last halls of the dungeon beneath the mountain citadel, finding them empty and silent. As the heroes slept, an ominous pulse shook the very mountain and silenced the halls beneath it.&lt;/p&gt;


	&lt;p&gt;On waking, the heroes continued their search for lost Kael and Alysa, finally finding them bound to the great desecrated altar in the depths of a bridged pit. Beneath the mist surrounding the altar all the orcs lay dead, the horror of their end mercifully shrouded. The noble scions, however, had survived but were bloodied and stunned.&lt;/p&gt;


	&lt;p&gt;As they rose, the captured scions told a tale of treachery and madness. Lord Tanr, Kael&amp;#8217;s father, was at the centre of a conspiracy to conquer the city of Everlund, installing himself as tyrant. It was he who had engineered the strife between the nobles and merchants, he who had hired the Dragonborn mercenaries and he who sent his son into the jaws of the orcs.&lt;/p&gt;


	&lt;p&gt;Their charges rescued, the heroes took to other tasks. Lore set about binding new magics to the their equipment, and Kasim searched further into the depths of the pit. There he found the ruins of an orcish camp, and signs of long habitation by the savage creatures, and beyond that a dark and buried lake. Collecting his new companions, they took a raft into the unknown and found a distant light. This forlorn torch rose up from the black water and marked out a mighty stair. Up this stair they went, spurred on by the subtle thrust of fate, and met the Dancers in Twilight in the ruined Citadel of the Lady.&lt;/p&gt;


	&lt;p&gt;The Dancer spoke cryptically of the evil tool they heroes now possessed, and how it would now bring ruin upon them as they warned against outside the Three Drakes. Little more sense could be taken from the shadowy being, but it brought the heroes to a place of great magic there in the ruins, from whence in a single step they found themselves within the House of Tanr.&lt;/p&gt;


	&lt;p&gt;With stealth and strong arms they sought out proof of Lord Tanr&amp;#8217;s malign plot, finding it in his private chambers in the form of a tome containing evil wisdom. They did battle also with the Dragonborn sellswords hired by Tanr as Arinn raced to bring Garrim and the city guard to the heroes aide.&lt;/p&gt;


	&lt;p&gt;Now Tanr was captured, and Garrim was there with a host of guardsmen, and the truth might be brought to light.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/T2WUYKb6Y0c" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:14:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-14-a-voice-in-the-dark</guid>
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    <item>
      <title>Session 13: A Long Punishment Ends</title>
      <description>&lt;p&gt;Among the squalor of the dungeon and piled dead orcs, the heroes found a curious thing. An intricate glass bottle and stopper, not unlike their beloved Prison of Salzacas gifted to them by Orbain. It&amp;#8217;s mouth puffed smoke, and the thing seemed to glow with enchantment. when Torak, brave and sturdy, dared open the bottle it poured forth a thing not unlike a genie.&lt;/p&gt;


	&lt;p&gt;shocked and wary, the heroes watches this new arrival rise to it&amp;#8217;s feet and regain it&amp;#8217;s senses. It seemed then to be no more than a mortal man, and naming itself Kasim, it was just that. Some hundred years ago, before the death of the goddess, Kasim Came to the citadel of the Lady as a thief in search of magic and treasure, and so provoked the wrath of Mystra who cursed him to be bound forever in one of the treasures he sought. But with the death of Mystra the magic faded, and now the heroes has unravelled it fully.&lt;/p&gt;


	&lt;p&gt;Kasim, who knew the secrets of the stars and could bring that terrible power to battle, joined the heroes in their fight against the wretched orcs that now thronged the once majestic halls of the Citadel, though they were very wary of their new companion. So the heroes rested, fortifying themselves within the dungeon while Arinn and Balasar returned to the mountains to scout the mountains and look for other ways to the Citadel proper atop the mountain.&lt;/p&gt;


	&lt;p&gt;Soon battle found the heroes in the dungeon once again. The orcs did lay in wait for them just beyond the last door unopened, their wretched shaman cursing them and damning their efforts to safe the would-be adventurers in the bowels of the dark place. These orcs fell, as did the crude machines erected by them to stop the heroes.&lt;/p&gt;


	&lt;p&gt;Before long, the drumbeats and foul chanting of the orcs ritual could be heard again. As the heroes pushed forth into the blackness no more orcs challenged them, nor could they be seen or heard save at the hidden site of their unholy ritual. The heroes did not know peace for long, however, and things darker and more loathsome than orcs fell upon them in that forsaken place.&lt;/p&gt;


	&lt;p&gt;Two former priests of Mystra, they were. Or at least their bodies were, for the spirits within the long dead and tattered bodies were things of pure malice, and such was their malice that it turned all near it to ice, and their touch froze the spirit. The heroes gave battle to the anguished and abominable things, ending their unnatural suffering and thawing the chill of evil.&lt;/p&gt;


	&lt;p&gt;With these victories the heroes were once again forced to find rest in this beast and spirit infested pit. Sleep was slow to find them with the orcish drums in their ears.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/UH7aSCYCRvY" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:13:00 +0000</pubDate>
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      <title>Session 12: The Thousand Orcs</title>
      <description>&lt;p&gt;The orcs poured forth from their festering pit, a howling tide of the filthy creatures. They crashed against the heroes in the frozen valley below the Monastery of the Lady, lead by a blind shaman of their kind. Such was the ferocity of their battle that great stones cascaded from the sides of the mountain and the ice was churned and blackened with orcish blood.&lt;/p&gt;


	&lt;p&gt;Over a mountain of the dead the heroes rose victorious, sending the last enemies howling back to their holes. The heroes were at their heels though, casting down the door of the dungeon from which they had poured. Darkness was there, drenching the crude stone blocks cut from the heart of the Nether Mountains. Among the grime and detritus cloaking the ruins of the once grand holy order.&lt;/p&gt;


	&lt;p&gt;There, the orcs had turned the places old defences to their own uses, and in their fury, the heroes brought many of their finest warriors upon them in the entry chambers of the nameless dungeon of the dead Goddess. They were punished like the rest of their kind, leaving the heroes bloodied but unbowed, securing a camp from which to renew their efforts against this foul scourge.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/_J1xM0LGkug" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:12:00 +0000</pubDate>
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      <title>Session 11: Into the Mountains</title>
      <description>&lt;p&gt;Rest found the heroes, finally, under the sturdy roof of the Three Drakes Inn, as they sat by it&amp;#8217;s glowing fire. There they made their plans; the heroes would seek out the house of Tanr, come the dawn, and root out the cause of this strife that seized the city of Everlund. Barus, the barkeep and owner of the establishment, spoke of witnessing meetings between Orbain, Balasim, Mariel and others, though he could not name them, and that none had been seen for over a month.&lt;/p&gt;


	&lt;p&gt;With the morning the heroes rose and sought out the house of Tanr. there they met Samiel Tanr, the first son of Lord Tanr, whose was missing. Samiel accused the merchant houses of conspiring against his houses good name and leading his impressionable brother astray, calling Alysa Kroth, with whom he had disappeared, a witch and a harlot. it came to pass that these two young ones often met in the Three Drakes with others of high breeding. The heroes agreed then agreed with Samiel that they would find Kael Tanr and return him home if Samiel would turn his houses agents to finding Orbain and discover more about his work.&lt;/p&gt;


	&lt;p&gt;With this, the heroes returned to the Three Drakes, and learned that the barkeep had seen Kael and Alysa barely a week past, and that they often met there to discuss their dreams of travel and adventure. Often they would ask for such tales lived by others to be told, and more than once they were seen meeting with Orbain and his colleagues. when last they were seen by Barus, the would be adventurers had come into possession of a treasure map that marked the supposed location of an untouched Dwarven ruin in the Nether Mountains, a site not far from the accursed and forlorn Citadel of the Lady. Seeking out Guardmaster Garrim, who was pleased to hear of the heroes infiltration of Ibor&amp;#8217;s and Tanr&amp;#8217;s affairs, they found that Kael, Alysa and their associates had left from the north gates in the week past.&lt;/p&gt;


	&lt;p&gt;Knowing their quarries course, the heroes armed themselves with climbing gear and thick furs to brave the savage Nether Mountains. They struck forth in the morning and prepared to do battle with the mighty mountain. The foothills of which were of little challenge, but as they took shelter for the night, a band of goblins set upon them. these goblins were savage and vicious even by goblin reckoning, cladding themselves in the bones of the slaughtered, and weaving barbaric magic upon the heroes. They were brought low, as all such creatures inevitably are, and driven off.&lt;/p&gt;


	&lt;p&gt;With the morning, the heroes faced off against the blasting wind and shearing ice of the mountains proper. For two days they climbed hand over foot on ropes and pitons over the sheer rock and ice, following the sound of distant drumbeats. Then the source was found, a great ruin at the foot of the mountain peak on which the Citadel of the Lady was built long ago. This ruin was infested with the great enemy of all civilised peoples; the screeching, blood drenched, dark race of the Orc.&lt;/p&gt;


	&lt;p&gt;With stealth Arynn approached the ruin to learn this, and with stealth she left, but evil eyes found her out and sounded the alarm, raising the squalling, screeching, flesh tearing horde.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/iZEUG_MJDxA" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:11:00 +0000</pubDate>
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    <item>
      <title>Session 10: The Blood of Heroes</title>
      <description>&lt;p&gt;The heroes left the offices of Ibor Vokht, minds weighed upon heavily by those with whom they were becoming involved, but one goal, at least, was still clear. They marched on the Vaults of Lem, resolute in their quest to find their old caretaker and continue his work. There, before the doors of the great halls of knowledge, their way was blocked by more savagery; a battle was brewing between a long Dwarven warrior and a small gang of thugs, armed most notably with a pair of Krenshar, lethal predatory beasts from exotic lands. Harsh words were exchanged, and the thugs would not yield; arrows flew, steel clashed and the monstrous Krenshar howled for blood. With the aid of the Dwarven warrior, Torak, the heroes soon brought low the thugs, who begged for mercy in the face of the heroes&amp;#8217; might.&lt;/p&gt;


	&lt;p&gt;The thugs could not name their paymaster, only that they hid their identity and paid handsomely enough to discourage questions and second thoughts. They were to seek out those fitting the heroes descriptions around the Vaults of Lem and either drive them from Everlund or slay them. The regular master of these cowards was a crime lord of the slums named Crazy Alim, who the thugs alleged had no knowledge of their activities. With this, the defeated were bound and gagged, stripped of their valuables and left to the amusement of the gathered crowds while the heroes followed the trail of Orbain.&lt;/p&gt;


	&lt;p&gt;Within the Vaults, the heroes came to the sage Selednei, a senior scribe in that temple of knowledge. His suspicions were soon allayed by the dire cause and silver tongues of the heroes, allowing them access to the documents recently worked on by Orbain, and set aside in a portfolio by the sage Mariel, with whom he worked closely. In this portfolio there was a letter addressed to the heroes from Orbain that described how he had come to learn the true name of the Toymaker, how to defeat it, but also that such things could not be written, and that the heroes must seek out his old allies. Also in the portfolio were two ledgers recording the births, deaths, and notes on the lineage of notable bloodlines. Field reports from Harpers stalking members of some of those bloodlines to record their movements and purpose were also included. Finally, the portfolio contained a rough map of the High Forest. This map traced the borders of long dead Elven empires in that woodland realm, and made particular note of one unnamed site deep within it.&lt;/p&gt;


	&lt;p&gt;Lore and vorgrim then threw themselves into studying these new texts, enlisting the aid of several sages in the Vaults. Their work bore fruit, revealing that several bloodlines featured heavily in the birth-and-death ledgers and the reports penned by Harpers. These were no mere family trees; it came to pass that the bloodlines were of mighty heroes of legend. The descendants of Corban the Barbarian, slayer of dragons, were there, as were those of Kaliban the Righteous and Mesemnei the Witch. Their time was near that of the Toymaker and the last rise of the Jack in the Box, and their blood seemed to have flowed through the ages to the same region that it then troubled.&lt;/p&gt;


	&lt;p&gt;Meanwhile, Torak and Arinn sought out Crazy Amin, the slum lord. It was he who owned a great pack of Krenshar, his two guards barely controlling two at his side. Although Torak and Arinn pressed sorely for answers as to why he possessed such beasts, and what he knew of Ibor and the disappearing children in the slum, the bloated creature was impassive and arrogant behind his guardians. The two heroes were driven out of the slum lords halls, but in their fury put the place to the torch.&lt;/p&gt;


	&lt;p&gt;That evening, the heroes rejoined at the home of Mariel the sage. No answer came to their calls, so the door was forced. Within the sages humble home there was a tragic scene; Mariel lay slumped over his desk, a note reading `Gods forgive me for what I have done&amp;#8217; beneath his head, and a single dagger wound near his heart. The desk had been emptied of all valuables, but the rest of the house left untouched. The wound on Mariel was then found to fester with a virulent poison, one distilled from venom produced by only the most monstrous of spiders. Such a vile toxin could mean only one thing; The Drow, Dark Elves forsaken in elder days and enslaved to the Spider Queen deep in the earth.&lt;/p&gt;


	&lt;p&gt;By their adventures this day Ibor was much troubled, but for all this new knowledge, or what of it was given, Ibor was grateful. He knew not of Drow within the city, but would set his agents to learn more about the lineage of old heroes, he then told the new heroes before him what he knew of the troubles between the nobles and merchants of the city; that the disappearance of Kael Tanr and Alysa Kroth, a noble and merchant scion respectively was being used for political manoeuvring and an excuse for violence, and that they had probably eloped from the city together.&lt;/p&gt;


	&lt;p&gt;Finally, in the dead of night, the heroes went to find their rest, but it was yet elusive. From the shadows they were stalked by dark figures of great stealth. Seeing that they were revealed and that the heroes moved against them, they strode openly toward them. Then the heroes knew them for what they were; The Dancers in Twilight, a grim faerie folk from the Realm of Shadow, pale, gaunt, graceful and deadly. They demanded that the heroes flee the city and never turn to missing children or the Toymaker again, that they knew not what they meddled in and that they would doom the land. They knew much of Orbains work and the true name of the Toymaker, and were desperate in their demands. Torak and Vorgrim were driven to fury by their arrogance and uncouth demands, striking them back and giving battle. Lore joined the efforts against these dark assailants, but Arinn would do them no harm, seeing the madness in this fight. Soon the Dancers in Twilight dissolved into the shadows from whence they came, leaving the heroes to puzzle at this new mystery.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/6ncbUG2UJx8" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:10:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-10-the-blood-of-heroes</guid>
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    <item>
      <title>Session 9: Beasts of the Urban Jungle</title>
      <description>&lt;p&gt;The heroes ascended from the darkness, armed anew with Dwarven magic. The tomb was silent again, but some witchcraft was afoot at the entrance to the place. Where once there was a door, now stretched a dark corridor, and from it&amp;#8217;s unseen depths an eerie music could be heard. A tune made by a music box.&lt;/p&gt;


	&lt;p&gt;The heroes struck forth into the endless hall in search of an exit from this nightmarish underground realm, and eventually a light could be seen in the distance.&lt;/p&gt;


	&lt;p&gt;There stood the Toymaker.&lt;/p&gt;


	&lt;p&gt;The apparition stood silently with it&amp;#8217;s back turned to the heroes, it&amp;#8217;s hands busy with the source of the eeire tune. Balasar, ever brave, approached when their calls were not answered, but the thing disappeared at his touch, it&amp;#8217;s robes falling to the ground. They turned, and Tul Vizilak was regarding them dubiously; all trace of the Toymaker was gone, even the robes, and Vizilak reported that the heroes had stood silent and alone for the entirely of their phantasmal journey through the tunnel.&lt;/p&gt;


	&lt;p&gt;The beast was good to it&amp;#8217;s word, and released Nala and Rickard, along with the children they held. Thus, the heroes returned to Corban&amp;#8217;s Cross victorious, and were hailed by the townsfolk and the council of elders. Though the fiendish blood in Lore&amp;#8217;s veins did wrest control of his senses, all the rescued children found their way back to the safety of home, and the heroes found their way east with the aide of Rynn&amp;#8217;s wisdom and woodcraft.&lt;/p&gt;


	&lt;p&gt;So it was that their company rode out across the rugged lands of the Silver Marches; to one side the mighty, churning grey water of the River Rauvin with the High Forest beyond it, at the other the vast, ice clad Nether Mountains where legends live. They went with great haste through secret ways, through the shadows beneath the very noses of their enemies, past the town of Eastmark, once besieged by goblins, to the great city of Everlund.&lt;/p&gt;


	&lt;p&gt;Upon the planes of the Rauvin Vale the city lay, a vast circle of ancient stone walls as high as elder trees and as strong as mountainsides. All about the walls sprawled endless slums and caravan settlements, and beyond them hardy farms scraping a living from the bitter soil. Within the walls, the city rose around a high, craggy hill that was lost beneath an endless maze of cobbled streets and twisted ally-ways, all loomed over by crooked buildings like the boughs of a fairytale forest. Yet from all the streets and passageways of the city one thing could be seen; Castle Everlund, the vast and forboding edifice from which all the cities power issued, and it&amp;#8217;s rulers went about their arcane business.&lt;/p&gt;


	&lt;p&gt;The gates were shut, however. The cities guards would let no foreigners in on account of unrest in the streets, where agents of noble houses and merchan princes were bringing the place to civil war. The heroes, given letters of mark from Corban&amp;#8217;s Cross and urgent messages from Eastmark were given grudging entrance, and sent to the infamous Guardsmaster Garrim to explain themselves.&lt;/p&gt;


	&lt;p&gt;Once again the curse in Lore&amp;#8217;s blood flared up, and the meeting nearly came to bloodshed before reason was restored. Garrim, although greatful for the news braught to him, called in the heroes as a debt owed by the town of Corban&amp;#8217;s Cross, and bade them investigate a number of disappearances in the more grim parts of the city. He also told them of the gain to be made by becoming his spies and seeking the trust of one Ibor Vokht, for whom the heroes had a sealed package and coin to buy their secrecy.&lt;/p&gt;


	&lt;p&gt;They went to Ibor, finding him at the Eastern Way Trade House, and found him to be a trader in secrets and influence, one very interested in the work of Orbain and his colleagues. The heroes shared their tale with him, and gained some insights into Orbain&amp;#8217;s doings of late. Namely that the sage Mariel and the ranger Balasim were close associates of Orbain&amp;#8217;s and that they frequently met in the Three Drakes Inn here in Everlund. Ibor suggested that further aide coudl be purchased by giving him access to Orbain&amp;#8217;s work in the Vaults of Lem.&lt;/p&gt;


	&lt;p&gt;So it was that the heroes found themselves in a city on the brink of war with itself. The nobles and merchant princes tore at each other over accusations of kidnapping, theft and sullies bloodlines, setting brother against brother and setting the city alight. Agents of factions more shadowy still maneuvred out if sight and sent spies and lies against each other. All, now, was piled upon the heroes heads.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/yFkPoCwEAyo" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:04:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-9-beasts-of-the-urban-jungle</guid>
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      <title>Session 8: Tools of the Enemy</title>
      <description>&lt;p&gt;The horrors in the darkness could not overpower the heroes. Many skeletal warriors threw themselves with unholy fury against them and were broken, and a great tide of fetid slime would have washed over them but for their wits, hiding where it could not reach. For this the heroes passed the Test of Body and gained one of the two keys needed to open the kings tomb.&lt;/p&gt;


	&lt;p&gt;Then was the Test of Mind, where illusions and riddles assailed them before revealing the maddening and deadly mechanism behind which the second key lay hidden. This challenge was of wits was braught spectacularly to an end by the sheer brute force of mighty Balasar, bursting the devilish traps and throwing the great doors off it&amp;#8217;s hinges.&lt;/p&gt;


	&lt;p&gt;Armed with two keys and two completed trials, the heroes descended into the deepest halls of the crypt. There they found the the ancient remains of King Aumeroth and his family, burried still and undisturbed. In Aumeroth&amp;#8217;s tomb they found his ancient treasures to aide their quest. Upon the walls above his sarcophagus there was a grand mural. It depicted the court of King Aumeroth, his Queen, children and many advisors. Among them was a man, dressed in a long leather coat, above his head he held high a wooden cube. It was an exalted thing, a thing of unfathomable power, and it&amp;#8217;s name was known to Lore.&lt;/p&gt;


	&lt;p&gt;Oft called The Jack in the Box in the screams of those whose minds it had shattered, it was last recorded passing among the bloodied hands of the Archmagi of Netheril, some one and a half thousand years ago. It had been burried with the king, upon a pedistal at his side, but it had gone, a tunnel dug near its last resting place.&lt;/p&gt;


	&lt;p&gt;The heroes were newly armed and blessed, but the tool of the enemy has also found freedom.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/hpXVrqdb9Ew" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:02:00 +0000</pubDate>
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      <title>Session 7: The Shadow of a King</title>
      <description>&lt;p&gt;The great stone doors of the ancient Dwarven crypt stood before the heroes, once again in the still, cold darkness beneath their world. The great doors were barred fast from within, opening only slightly after a mighty assault of fist and Fire from Balasar. Through this small gap, however, could be seen further gloom, but this dark silence was not complete. Eerie whispers and movements could be deteced from within, but no calls were answered. Vorgrim, upon hearing this spectral sound, came to the chill realisation that they spoke in an ancient Dwarven tongue, and that they spoke of toys and skill at the forge. Vorgrim then used goblin bile to corrode the bar sealing the door, and upon doing so was thust back across the hall by an unseen force. still no call was answered and no face was shown, but the whispers continued.&lt;/p&gt;


	&lt;p&gt;Stepping further in the ancient stone corridors, the heroes found much faded glory; all through the place there were once great paintings, tapestries, carpets and sculptures, all now dust and cobwebs stirred only by the breath of the dead. And the dead were there. Throu another great door could be heard the distant sounds of a Dwarven festhall, full of life and the laughter of children, but it was a cruel trick; the spirits of the damned and the cursed fell upon the heroes from all sides, taling the form of the shadow of flames. They swept through the very souls of the heroes, stealing their life force and chilling them deeper than flesh and bone. Yet they prevailed, driving forth the wicked and the wretched before them with blinding steel and burning spell.&lt;/p&gt;


	&lt;p&gt;One among them, though, would not be bowed. it trapped the heroes in the tomb, and tormented them with tricks of the mind and muddled their senses. It would hear no reason, and was broken by no attack, but upon mention of The Toymaker, it was quieted. So, the true face of the spectre was seen, and it un-maddened voice heard; It was the king in the Dwarven manuscripts, braught low in The Toymakers wake, he was High King Aumeroth &lt;span class="caps"&gt;XIX&lt;/span&gt; of Delrammar, part of the Delzoun Empire.&lt;/p&gt;


	&lt;p&gt;He spoke of the madness and destruction braught by the Toymaker upon him, his people and his children even as he arrived at their borders bearing gifts. He seemed kind and wise, befriending the common and the royal alike. His council was faultless and his skills were the envy of every Dwarven master who layed eyes upon his works. He made many wonders and taught his craft to any who would learn, building a school to do so. It was at this school that the evil began. The wonder at The Toymakers abilities turned to obsession, and then to worship, his workshop became a temple where dark and secret rites were performed, and blood was shed in his name across the nation.&lt;/p&gt;


	&lt;p&gt;Only when the kingdom began to crumble did the people realise their folly. The clans warred with each other, and brother slew brother over baubles The Toymaker had made. Orcs, goblins and namless horrors marauded across the once shining nation while the people burried themselves in blood soaked and useless treasures. Finally, the kings thirteen children succumbed to The Toymakers corruption; slaying each other over possession of their toys, and so the king died an unkingly death of grief and guilt. So ended the once great realm of Delrammar.&lt;/p&gt;


	&lt;p&gt;The few Stout Folk with their wits about them still cursed The Toymaker and all his works, and drove him frum their broken lands He raged and cursed them back, fleeing their wrath and left them to their end. They mourned, and built a solemn tomb for their king and hsi children far from their realm, burrying with him the few works untainted by The Toymaker, filling them with their fury and sorrow at his evil, so that they may one day seek vengeance.&lt;/p&gt;


	&lt;p&gt;This Aumeroth&amp;#8217;s ghost told the heroes, and bid them brave the evil of the tomb to gather those weapons against the enemy. Two trials there would be; one of the mind and one of the body, before the inner tomb opened and the treasure was theirs. The heroes set off, and faced the unliving horrors of the darkness.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/ynIGOWIlmHk" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 14:01:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-7-the-shadow-of-a-king</guid>
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      <title>Session 6: Santa goes to Hell</title>
      <description>&lt;p&gt;Without warning, an icy rift opened in space, just inside the cloying darkness of the Dwarven tomb. Snow fell from it&amp;#8217;s glowing expanse, and a chill breeze bloew from nowhere. Balasar, ever brave, saw the thing for what it was and thre himselve into the rift, followed shortly by his fellows.&lt;/p&gt;


	&lt;p&gt;On the other side, thrown into a snowdrift, the heroes found themselves in an unknown winter wonderland. Before them, Santa lay in the snow, bloodied and unconcious, his elves tending frantically to him. The heroes did heal him, and found that Rudolpf had fallen under the influence of a demonic spirit andf had lead a violent revolution against St. Nick, ousting him from his grottoe.&lt;/p&gt;


	&lt;p&gt;The corrupt elves bore down upon Santa and the heroes, and battle was joined, sword and spell clashing against candy-cane and bauble. through much blood and fire, the heroes came to the Grottoe, and therein the corrupt elves were installing bombs in presents destined for all corners of creation. Ms. Clause, zombified by Rudolph, gave battle, but was calmed by the silver tongue of the heroes, and ran to the aide of her fallen husband.&lt;/p&gt;


	&lt;p&gt;The grottoe, filled with explosive gifts, was set alight by Balasar, and all the elves and Rudolph were anihilated in a great fireball. In the aftermath, Santa and Ms. Clause gave the heroes their sad blessing, and gifted them a return to their reality.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/A15VcENdbBY" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 13:57:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-6-santa-goes-to-hell</guid>
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      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/CTE1TWzCQVg" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 12:45:52 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/besmsp4/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/CTE1TWzCQVg/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/besmsp4/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/tZ__eLjo3k8" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 11:56:34 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/blackhole/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/tZ__eLjo3k8/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/blackhole/adventure-log/welcome</feedburner:origLink></item>
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      <title>Session 5: Into the Darkness</title>
      <description>&lt;p&gt;Into the fetid caves of the goblin warrens the heroes plunged, the sounds of chaos echoing from their depths spurring them on. The winding caves were many, and their dank expanses were filled with traps, pits and fanatical warriors of the ruinous goblin race. Many goblins were pierces, cut down and burned by the heroes, and they would not be turned away from their cleansing mission. As they carved their path through the darkness, they rejoined with Vorgrim, who had escaped his captors, and he then lead his allies straight to the heard of the caverns where the children has been recaptured.&lt;/p&gt;


	&lt;p&gt;A great door of goblin construction they came upon in the depths, guarded by many warriors of the twisted race. With silver tongues and false promises, the heroes, Lore chief among them, beguiled the wretched things and had them open the gates. Just as the bar was lifted Balasar stormed the gates, a whirling fury of steel and fire. The goblins fled, and did not stop until they had reached the furthest boltholds of their warren.&lt;/p&gt;


	&lt;p&gt;The heroes persued, and crossed an abandoned village of the foul things, at the end of which waited an emmisary of the Goblins overlord. Tentative words of peace were spoken, and the heroes followed tghe emmisary to the throne room of the goblins overlord, Tul Vizilak. Another monstrosity was this, a Barghest even greater and more terrible than Tul Garak, who was its brother. It told a tale of how the goblins came to be enslaved by the orcs of Many Arrows, and how the orcs were being lead dow a dangerous path by their new king, Bael Gorestorm. Bael, the beast claimed, had come under the influence of some eeire force called The Toymaker. This force, it seemed, was the same one mentioned in the Dwarven and Lorossi manuscripts found in Orbain&amp;#8217;s chambers leading the heroes to suspect Orbain ofdark dealings.&lt;/p&gt;


	&lt;p&gt;Finally, Tul Vizilak revealed a terrible secret. The Toymaker had whispered into Bael&amp;#8217;s ear the means to perform a mighty ritual, one that required the blood of the pure and the innocent, thus was the need for so many unharmed human children.&lt;/p&gt;


	&lt;p&gt;In exchange for this knowledge, and the assurance the the goblins under his command would no longer cooperate with the orcs, the beast bade the heroes give him one favour. He would have the heroes explore a haunted dwarven barrow, the spirits of which would not tollerate goblins in their hallowed halls. The heroes would go forth and bring the barrow&amp;#8217;s secrets to Tul Vizilak, and he would have the children in his cages returned to Corban&amp;#8217;s Cross.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/LMiT5iuj9ko" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 10:05:00 +0000</pubDate>
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      <title>Session 4: A Dwarfs Lament</title>
      <description>&lt;p&gt;Lore, Arynn and Balasar found that the sweetness of victory was short lived. No sooner had they left Corban&amp;#8217;s cross to retrieve their horses and goblin captive did they find themselves lost in the wilderness. Search as they might, no paths were to be found, not so much as a ranger train or landmark. as night fell they came upon the sight of a battle; villagers here had faught a goblin band, and they were lead by a dwarf who still drew breath, but had no memory beyond the battle and his name, Vorgrim.&lt;/p&gt;


	&lt;p&gt;Further on did they travel together, until they met the goblin band that first lay Vorgrim low. The goblins were slain and driven off by the heroes, who learned from captives thet these goblins were similarly lost. Witlessly, though, the creatures did provide the means of the heroes salvation, for their destructive path was simple to follow, and lead winding out of the woods.&lt;/p&gt;


	&lt;p&gt;in Corban;s Cross, the heroes spoke to the village elders and learned of Orbain&amp;#8217;s business before his disappearance. He began to send the children away, most to Everlund, two months before the recept of the letters summoning the heroes. during that time, he took long unannounced leaves and held furtive meetings with rangers of the High Forest, elves of Silverymoon, and dark priests unknown.&lt;/p&gt;


	&lt;p&gt;Vorgrim also provided insight into the manuscripts found in Orbain&amp;#8217;s study, at least the one written in Dwarven script. It was a fragment of a royal court record, detailing the visit of a mysterious man who would not name himself, but taught them his great skill at the forge. He became a friend of the king of that long lost Dwarven realm, and gave to his children many wonderous gifts. One day, he named himself The Toy Maker and vanished from the realm.&lt;/p&gt;


	&lt;p&gt;Spurred on by this new mystery and much Absinthe, the heroes devised a plan: poor, noble Vorgrim would be made to resemble a human girl and used as bait to lure out the goblins. Upon his capture, the goblins would lead the heroes to their lair and hopefully provide more clues as to the dark happenings in the land.&lt;/p&gt;


	&lt;p&gt;Lead the heroes they did, to a great cave wherein many stolen children were caged. The dwarf garnered their aide and freed them causing great uproar among the goblins. Soon, his fellows should charge to his rescue.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/sO5K5LVUI7A" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 10:04:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-4-a-dwarfs-lament</guid>
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    <item>
      <title>Session 3: The Cleansing of Corban's Cross</title>
      <description>&lt;p&gt;The sealed chambers, now thrown open, held many mysteries that pointed to a great temple of knowledge. The Vaults of Lem, it would seem, had been oft in contact with Orbain regarding texts exotic and obscure, and a map of the stars.&lt;/p&gt;


	&lt;p&gt;As the heroes searched for the meaning of these clues, and wondered at the nature of the treasures found in the chambers, a small force of villagers marched on the orphanage. They were lead by a mighty warrior of the Dragonborn race, a mercenary from a godless and distant realm. They learned that their paths were the same, and marched on the town of Corban&amp;#8217;s Cross to crush the goblin menace. Ryn went as a shadow and swiftly reached the leaders of the human resistance, organising a ragged force of the villagers to seek vengeance. The rest of the heroes bore down upon the gates as a wall of violence against the enemy. Caught between arrows, magic and swords the goblins fell by the dozen and were driven screaming from the town. But their foul master would know no such cowardice.&lt;/p&gt;


	&lt;p&gt;The beast was a bloated and terrible goblin lord merged with hellish wolf. it braught Nala to the edge of death and consumed her flesh even as the full might of the other heroes was braught down upon it, finally felling the monstrosity Tul Garack.&lt;/p&gt;


	&lt;p&gt;With it&amp;#8217;s death, the town was saved, and the people rejoiced with their new heroes.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/eXrWEHBCbMM" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 10:03:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-3-the-cleansing-of-corbans-cross</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/eXrWEHBCbMM/session-3-the-cleansing-of-corbans-cross</link>
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      <title>Session 2: Orbain's Chambers</title>
      <description>&lt;p&gt;Some goblins lay broken, but others distant from the battle had found their way to the rooftop of the orphanage. From the high turrents of the place, the heroes challenged then to battle, bearing down on them with arrows and spells as they closed across the roof. One by one, the goblins fell once more before the heroes, cast screaming down to the hard earth below the towers.&lt;/p&gt;


	&lt;p&gt;One survived though, captured by the magicks of Ricard as it fled. The twisted creature named itself Visharack, and yielded willingly to the might of the party. It spoke of the many goblin tribes of the Rauvin Mountains spilling out into the light of the world, and it spoke of a new faul master of the orcs of the Kingdom of Many Arrows. This new orcish king had subjugated the Rauvin goblins and made them slaves, sending them out to take the children of men from all across The North and bring them back to their dark domains. Visharack also spoke of the rest of his host storming the town of Corban&amp;#8217;s Cross, and that his war leader, Tul Garack, will soon come looking for his missing warriors. A similar host would by now be striking the neighbouring garrison town of Eastmark, and the hosts would recombine in the tunnels beneath the Nether Mountains upon the completion of their wicked work.&lt;/p&gt;


	&lt;p&gt;With Visharack now in the service of the heroes, Ryn set her elven eyes to watch for the approaching goblin host and the rest set to find entry to the magically sealed chambers of Orbain Greyraven. Despite Visharack&amp;#8217;s best efforts, the ensorcerelled lock could be picked or broken. The sorcery of Rickard, however, eventually pierced the magicks and burst the doors, revealing the grand chambers of childhood myth.&lt;/p&gt;


	&lt;p&gt;The walls were covered with ancient and exotic tomes, scrolls, maps and tapestries up to the high vaulted ceiling. The center of the room was dominated by a great and elaborate oak desk, burried in all manner of documents, that backed onto a stained glass bay window depicting a scene of high mountains and clouds. In one corner lay a chest, begging to be investigated.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/3oyojLPQ5vo" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 10:01:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-2-orbains-chambers</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/3oyojLPQ5vo/session-2-orbains-chambers</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16308/adventure-log/session-2-orbains-chambers</feedburner:origLink></item>
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      <title>Session 1: Arrival at the Orphanage</title>
      <description>&lt;p&gt;At dusk, they found the town of Corban&amp;#8217;s Cross nestled between the churning Rauvin River and the mighty Nether Mountains. Little more than a large wooden palisade surrounded by ancient long houses and huts used by infrequent merchants and woodsmen. As the sun found it&amp;#8217;s rest and the heroes came upon clear sight of the town, no welcoming party was to be found, not even the suspicious gaze of a militiaman. The only sign of life, appart from the gentle glow of hearth fires through windows, was a lone dancer staggering through the streets.&lt;/p&gt;


	&lt;p&gt;On a mission of haste, the heroes set aside their interest in the town and the dancer. Striking north into the foothills of the Moon Pass to rediscover their common childhood home, the heroes reached Greyraven Orphanage in darkness and silence. No summons at the doors of the old stone manor were answered, and no signs of occupation were seen through the shuttered windows. Not to be deterred, Ranna set aside the concerns of the material world and summoned up the power of the Feywild to find a secret way inside.&lt;/p&gt;


	&lt;p&gt;Within, no signs of ill deeds could be seen, save for the eerie darkness and silence of a place once filled with light and laughter. A return to childhood fancies was struck short by a voice at the door; the voice of a madman. Old Mad Tom, he said he was, the one (or one of those) who danced in the streets of Corban&amp;#8217;s Cross. He had come with a message as mad as his formless dancing; that the moon was coming, and the heroes must take up pens to write the story being told as it should be, that the moon was coming to find something, and would be angry that it was not there.&lt;/p&gt;


	&lt;p&gt;Little more sense could be drawn from him who had taken the name of a herald of upheaval. He was sent out of the orphanage to go where he will, at which time the heroes saw flames consuming the town in the distance. Too far away to lend any aid, the heores steeled themselves within the walls of the orphanage and took heed of Old Mad Tom&amp;#8217;s words. Sure enough, the source of the town&amp;#8217;s woes came to meet them.&lt;/p&gt;


	&lt;p&gt;the crooked, foul forms of the goblins and their unwholesome beasts are unmistakeable, even in the gloom of the midnight wild. They clammered over the walls of the estate on the back of giant rat-beasts and clad for war and began to tear through the outlying buildings. The heroes waited for the evil to come to them and find their death.&lt;/p&gt;


	&lt;p&gt;some of the wretched creatures scurried off through the outter estate, while some came to the main building and the heroes. The heroes struck hard from hiding with piercing arrows and burning magic. Before the goblins had even drawn steel, a ray of the suns own fire cast by Rickard sent one to oblivion, elven arrows streaked from the shadows and split flesh and bone alike. Lore burned another with hellfire, and Ranna smote a goblin and a riderless rat-beast with the thundering blade of the swordmage. Before the battle was over, the creatures wounded the elf, but all were destroyed before they could claim any life.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/KGAdwR5q5Hw" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 09:56:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16308/adventure-log/session-1-arrival-at-the-orphanage</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/KGAdwR5q5Hw/session-1-arrival-at-the-orphanage</link>
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      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/cZ4QCYfd09A" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 09:52:25 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/koboldstastelikechicken/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/cZ4QCYfd09A/welcome</link>
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      <title>Einige Zeit später</title>
      <description>Nach den Irrungen und Wirrungen der letzten Zeit hat sich die Abenteurergruppe nun in Urmlaspyr eingefunden.
Aktuelle Gruppenmitglieder sind:
	&lt;ul&gt;
	&lt;li&gt;Jake &amp;#8211; Hans Dampf in allen Gassen und selbsternannter Frauenschwarm&lt;/li&gt;
		&lt;li&gt;&lt;a href="/campaigns/the-6-travellers/characters/83880" class="wiki-content-link"&gt;Bryseis&lt;/a&gt; &amp;#8211; Ist gar nicht so hart wie sie immer rüberkommt&lt;/li&gt;
		&lt;li&gt;&lt;a href="/campaigns/the-6-travellers/characters/31274" class="wiki-content-link"&gt;Slethia&lt;/a&gt; &amp;#8211; Immer noch auf der Flucht vor der eigenen Vergangenheit&lt;/li&gt;
		&lt;li&gt;&lt;a href="/campaigns/the-6-travellers/characters/15586" class="wiki-content-link"&gt;Naivara&lt;/a&gt; &amp;#8211; Die Welt ist ein Spielplatz&lt;/li&gt;
		&lt;li&gt;&lt;a href="/campaigns/the-6-travellers/characters/46607" class="wiki-content-link"&gt;Gorn&lt;/a&gt; &amp;#8211; Axt groß, Kopf ab&lt;/li&gt;
		&lt;li&gt;Lee &amp;#8211; Der Mann mit der eisernen Maske&lt;/li&gt;
		&lt;li&gt;Reanur &amp;#8211; Keiner weiß genau was er eigentlich vorhat&lt;/li&gt;
	&lt;/ul&gt;


	&lt;p&gt;Wir schreiben den 6. Mirtul 1479. Ihr habt euch in Urmlaspyr im &amp;#8220;Grinsenden Wildschwein&amp;#8221; am Marktplatz einquartiert. Immer auf der Suche nach neuen Herausforderungen haben Naivara und Reanur herausgefunden, dass die Geister, die im Ostteil der Stadt öfter zu sehen sind, Seelen sind, die keine Ruhe finden, da ihre Gräber nach der Zerstörung der Stadt ausgehoben wurden um Platz auf dem Friedhof zu schaffen und ihre Grabsteine zerbrochen sind.
Gorn hat beschlossen in der Stadt zu bleiben, da ihm von einem Magier versprochen wurde, sich um den verschimmelnden Arm zu kümmern.
Bryseis hat sich endlich um den stinkenden Rucksack gekümmert und wartet nun darauf, dass ein Gerber ihren selbstgebastelten Deckel fertigstellt.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/Rv8SraRwUQU" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 09:02:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/the-6-travellers/adventure-log/einige-zeit-sp%C3%A4ter</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/Rv8SraRwUQU/einige-zeit-sp%C3%A4ter</link>
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    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/x7YldtZP7NU" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 08:11:08 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16307/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/x7YldtZP7NU/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16307/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Shadow of a Horned God, Part III, Act III, Session VI</title>
      <description>&lt;p&gt;&lt;a href="/campaign/shadow-of-a-horned-god/wikis/Lucius Aurelius Castor/new" class="create-wiki-page-link"&gt;Lucius Aurelius Castor&lt;/a&gt;, in the form of the &lt;em&gt;Chiropteran Marauder&lt;/em&gt;, completely catches &lt;a href="/campaign/shadow-of-a-horned-god/wikis/swanhilda" class="wiki-page-link"&gt;Swanhilda&lt;/a&gt; off-guard. The young &lt;a href="/campaign/shadow-of-a-horned-god/wikis/via-bestiae" class="wiki-page-link"&gt;&lt;em&gt;Savage&lt;/em&gt;&lt;/a&gt; is slain in a matter of seconds by the ferocious assault of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Deva Victrix/new" class="create-wiki-page-link"&gt;Deva&amp;#8217;s&lt;/a&gt; newest resident. However, as he concentrates on the earth, Castor realizes that her foul ritual was completed, with energies running across the soil. He eventually returns to &lt;a href="/campaign/shadow-of-a-horned-god/wikis/octavius-sibius" class="wiki-page-link"&gt;Octavius&lt;/a&gt;, who is on his way back towards the city, wounded and famished. He informs him of the result and accompanies him back, after assuming his ordinary form.&lt;/p&gt;


	&lt;p&gt;Meanwhile, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Fherah/new" class="create-wiki-page-link"&gt;Fherah&lt;/a&gt;, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/vivia-valerius-vetus" class="wiki-page-link"&gt;Vivia&lt;/a&gt; and &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Raul/new" class="create-wiki-page-link"&gt;Raul&lt;/a&gt; complete their &amp;#8220;tour&amp;#8221; of the city, exterminating the last remnants of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Aurora/new" class="create-wiki-page-link"&gt;Aurora&amp;#8217;s&lt;/a&gt; infiltrators, guided by &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Hector Augustinus/new" class="create-wiki-page-link"&gt;Hector&amp;#8217;s&lt;/a&gt; knowledge of their hideouts. In the remaining four hideouts, they find that two members of the group already have been slain, probably by Swanhilda, and only manage to capture one alive, and that the last one is missing, perhaps gone into hiding elsewhere, after committing a double rape-murder in the plague-district. After their work is done, they return towards the throne room.&lt;/p&gt;


	&lt;p&gt;The &lt;a href="/campaign/shadow-of-a-horned-god/wikis/coterie/new" class="create-wiki-page-link"&gt;coterie&lt;/a&gt; meet each other on their way and exchange reports. The surviving saboteur belonging to Aurora is consumed by Octavius, judging him no more useful. Then they discuss the issue with Aurora herself. After some debate, Octavius agrees to spare her for the time being, her perhaps being a valuable &amp;#8220;trade&amp;#8221; with her sire &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Luxandra/new" class="create-wiki-page-link"&gt;Luxandra&lt;/a&gt;, whom Castor met back in Ancona. She is bound tight and kept under strict surveillance. During this time they also discover an unusually high activity of vermin, which has reached almost insane proportions. Castor is able to remember hearing rumors of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Animalism/new" class="create-wiki-page-link"&gt;Animalism&lt;/a&gt; powers of this degree, and they agree that this is the work of Swanhilda.&lt;/p&gt;


	&lt;p&gt;Castor utilizes his &lt;em&gt;koldunic&lt;/em&gt; blood magic to contact his sire, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Gesu/new" class="create-wiki-page-link"&gt;Gesu&lt;/a&gt;, in Constantinople. He asks counseling on the matter of the &lt;a href="/campaign/shadow-of-a-horned-god/wikis/others" class="wiki-page-link"&gt;Setite&lt;/a&gt;, knowing his sire to have had extensive experience of them recently. He receives the advice of maintaining patience, and offers to discuss the matter with &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Khay'tall/new" class="create-wiki-page-link"&gt;Khay&amp;#8217;tall&lt;/a&gt; himself, the head of the &lt;em&gt;Decadent&lt;/em&gt; Setite faction based in the city, and also the sire of Luxandra. This might take a while, however, but he will contact Castor after it is done. He also asks if Gesu knows of any competent stone-cutters available for transportation to Britannia, and receives the advice of perhaps utilizing any favors from this Setite-affair to allow the usage of Luxandra&amp;#8217;s extensive trading network to that purpose. On the question of what can be done to the vermin situation (which Gesu refers to as &lt;em&gt;The Eight Plague&lt;/em&gt;), he receives no satisfying answer. Perhaps nothing can be done?&lt;/p&gt;


	&lt;p&gt;After some more discussions, Octavius decides to seek out the source of these issues as he sees it, namely &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Morghien/new" class="create-wiki-page-link"&gt;Morghien&lt;/a&gt;. Since receiving knowledge of his wherabouts from &lt;a href="/campaign/shadow-of-a-horned-god/wikis/khoraxoz" class="wiki-page-link"&gt;Khoraxoz&lt;/a&gt; earlier, he knows where to look. He is accompanied by Fherah, who leaves Hector to his own devices in their haven. Octavius also brings forth &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Ymwrayhl/new" class="create-wiki-page-link"&gt;Ymwrayhl&lt;/a&gt;, his ghoul bodyguard. As they come near the encampment, they quickly notice that they are preparing to depart. The guard is handled through the use of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Presence/new" class="create-wiki-page-link"&gt;Presence&lt;/a&gt;, but the situation quickly grows more hostile as they enter the camp. Again, the Presence &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Discipline/new" class="create-wiki-page-link"&gt;Discipline&lt;/a&gt; proves useful to calm the situation down a bit, until their leader appears.&lt;/p&gt;


	&lt;p&gt;The meeting proves insightful for both parties. Octavius is surprised to learn of his &amp;#8220;brother&amp;#8217;s&amp;#8221; civilized manners and diplomatic abilities, and begins to think that maybe he isn&amp;#8217;t the Savage he thought him to be. He is quick to show contempt however, and taunts are exchanged throughout the conversation. He obviously takes no responsibility for the acts of Aurora and Swanhilda, and refuses to share any insights to his plans. He claims to be a truly free soul with no masters. Octavius still manages to learn a hint of information through &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Auspex/new" class="create-wiki-page-link"&gt;Auspex&lt;/a&gt;, that this &amp;#8220;campaign&amp;#8221; is a preparation for some future plans. He also manages to confirm that there exists some type of relations between Morghien and the enigma known as &lt;a href="/campaign/shadow-of-a-horned-god/wikis/corax" class="wiki-page-link"&gt;Corax&lt;/a&gt;, who resides in the capital of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Bernicia/new" class="create-wiki-page-link"&gt;Bernicia&lt;/a&gt;, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Bamburgh/new" class="create-wiki-page-link"&gt;Bamburh&lt;/a&gt;. He finds out, however, that Morghien doesn&amp;#8217;t harbor any warm feelings for the savage and the cooperation might be more fragile than one might think.&lt;/p&gt;


	&lt;p&gt;Meanwhile, Vivia learns through &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Caddoc/new" class="create-wiki-page-link"&gt;Caddoc&lt;/a&gt; that an armed group is approaching from the south, bearing the standards of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Glevum/new" class="create-wiki-page-link"&gt;Glevum&lt;/a&gt;. She sends Caddoc to meet with the group, learn their reasons to coming here and warn them of the plague. When he returns she learns that it is the &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Warmaster/new" class="create-wiki-page-link"&gt;Warmaster&lt;/a&gt; of Glevum, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/coramius" class="wiki-page-link"&gt;Coramius&lt;/a&gt;, who leads the group and wishes to speak with Octavius, and also delivers a letter to him. She patiently awaits his return.&lt;/p&gt;


	&lt;p&gt;When Morghien announces his intentions to leave, Octavius demands a promise not to return, which Morghien callously denies. Seeing as they can&amp;#8217;t agree, Octavius proposes a duel, which Morghien surprisingly agrees to. Fherah, Ywrayhl and all the followers of Morghien watch closely as witnesses. The battle is long and fierce, with the &lt;em&gt;Third Eye of Saulot&lt;/em&gt; glowing brightly as the &lt;em&gt;Warriors&lt;/em&gt; unleash their powers on each other. The tide dances back and forth between the fighters, and the fight takes the form of a battle of attrition. In the end, Octavius is struck down by the &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Elder/new" class="create-wiki-page-link"&gt;Elder&lt;/a&gt;, and subsequently staked (even though Ymwrayhl tried to stop it from happening, he was knocked out cold by both Morghien and Fherah, who didn&amp;#8217;t want the affair to turn into another bloodbath). Morghien then tell Fherah to bring her &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Prince/new" class="create-wiki-page-link"&gt;Prince&lt;/a&gt; back to the city, which she does without objection. Morghien and his followers then depart, traveling back north.&lt;/p&gt;


	&lt;p&gt;When Octavius is brought back to the court, Vivia quickly decides he must be freed. &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Clodwal/new" class="create-wiki-page-link"&gt;Clodwal&lt;/a&gt;, another of Octavius ghouls, is given the task of removing the stake. Unfortunately, he doesn&amp;#8217;t survive the task as Octavius, again starved frenzies, drinks him dry. The situation quickly grows even more dangerous as he breaks free and continues his blood-wrath, with &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Aulus/new" class="create-wiki-page-link"&gt;Aulus&lt;/a&gt; (Vivia&amp;#8217;s remaining elder ghoul), and two soldiers brought down from the city by Raul, consumed before his hunger is sated. When the situation has calmed down, Vivia gives him the letter from Coramius, which he reads before deciding to retreat into his haven for the day.&lt;/p&gt;


	&lt;p&gt;The letter is short and straightforward, as expected when written by such a cainite as &lt;a href="/campaign/shadow-of-a-horned-god/wikis/marcus-verus" class="wiki-page-link"&gt;Marcus Verus&lt;/a&gt; himself. He writes of his intentions to travel to &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Londinium/new" class="create-wiki-page-link"&gt;Londinium&lt;/a&gt;, where he has &amp;#8220;business&amp;#8221; to take care of. He also gives his support for Octavius recent efforts, and also informs him of his decision to let Coramius &amp;#8220;inherit&amp;#8221; the office of Prince in Glevum, should he not make it back from Londinium. He doesn&amp;#8217;t recommend Octavius to go there, but doesn&amp;#8217;t forbid him either.&lt;/p&gt;


	&lt;p&gt;After Octavius has retreated, Vivia thinks it best to meet Coramius in person, so that the Elder doesn&amp;#8217;t feel insulted in being ignored. Remembering Raul&amp;#8217;s story, she decides it is best that he stays behind. Bringing only Fherah and &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Kelwan/new" class="create-wiki-page-link"&gt;Kelwan&lt;/a&gt;, her youngest and now only ghoul bodyguard, she ventures out to speak with the &lt;a href="/campaign/shadow-of-a-horned-god/wikis/clan-ventrue" class="wiki-page-link"&gt;Ventrue&lt;/a&gt; Elder. The meeting is polite and formal, with Coramius expressing his concerns for the well-being of his allied city Deva. Vivia also informs him that the Prince is available the next night, and that an escort will be provided for Coramius so that his soldiers won&amp;#8217;t be exposed to the disease.&lt;/p&gt;


	&lt;p&gt;The day eventually passes, and the coterie meets with Coramius in the throne room. They discuss politics, Coramius being a wellspring of information. Apparently, King &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Raedwald/new" class="create-wiki-page-link"&gt;Raedwald&lt;/a&gt; of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/East Anglia/new" class="create-wiki-page-link"&gt;East Anglia&lt;/a&gt; plans to install his subject &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Edwin/new" class="create-wiki-page-link"&gt;Edwin&lt;/a&gt; into the throne of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Deira/new" class="create-wiki-page-link"&gt;Deira&lt;/a&gt;, since the death of King &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Aethelfrith/new" class="create-wiki-page-link"&gt;Aethelfrith&lt;/a&gt; has created large power vacuum. There also doesn&amp;#8217;t seem to be any real obstacles in his ascension as &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Bretwalda/new" class="create-wiki-page-link"&gt;Bretwalda&lt;/a&gt;, the overlord of Britannia. The &lt;a href="/campaign/shadow-of-a-horned-god/wikis/clan-toreador" class="wiki-page-link"&gt;Artisan&lt;/a&gt; &lt;a href="/campaign/shadow-of-a-horned-god/wikis/calipha" class="wiki-page-link"&gt;Calipha&lt;/a&gt;, who has Raedwald under her wings, probably plans to use these events as a leverage to gain much prestige in future politics. Marcus Verus has shown a considerable interest in northern affairs and have thus sent Coramius to observe the situation. Since the present Prince of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Eboracum/new" class="create-wiki-page-link"&gt;Eboracum&lt;/a&gt; is none other than &lt;a href="/campaign/shadow-of-a-horned-god/wikis/brennus" class="wiki-page-link"&gt;Brennus&lt;/a&gt;, the childe of Coramius himself, he ought to have good opportunities to influence northern politics if the need arises.
Coramius decides to stay in the vicinity of Deva for one week, and offers his help in maintaining the situation, perhaps by guarding the fields against the locust swarms which threaten to doom the city into starvation.&lt;/p&gt;


	&lt;p&gt;The week passes, and matters have their way. After some internal debate, the court decides that the plague is the most threatening of the two issues at hand, and focuses the garrison into preserving order in the city, and rationing the food to the healthy districts. Several uprisings in the plague district are brutally crushed by soldiers, and the populace slowly realize the extent into which their lives are dictated by the creatures who stalk the city at night. With the help of Coramius&amp;#8217; men and concentrated efforts by Khoraxoz, Castor and &lt;a href="/campaign/shadow-of-a-horned-god/wikis/brodhar" class="wiki-page-link"&gt;Brodhar&lt;/a&gt;, the locust issue is kept from a total disaster, and after a few days the swarms start dispersing. The plague, however, continues to reap its toll of lives in the city. Coramius approaches Octavius with an offer; to ease responsibilities for the troubled Prince and also strengthening their personal connections to each other, Coramius is willing to become the &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Mentor/new" class="create-wiki-page-link"&gt;Mentor&lt;/a&gt; of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Selyf Sarffgadau/new" class="create-wiki-page-link"&gt;Selyf Sarffgadau&lt;/a&gt;, Octavius&amp;#8217; &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Fledgling/new" class="create-wiki-page-link"&gt;Fledgling&lt;/a&gt; childe. It may also prove good for the young &lt;a href="/campaign/shadow-of-a-horned-god/wikis/via-regalis" class="wiki-page-link"&gt;Scion&lt;/a&gt; to gain firsthand experience on Cainite politics while traveling with Coramius to Eboracum. Octavius agrees, and so Selyf departs from the city in the company of his new Mentor after merely a month of his undead existence.&lt;/p&gt;


	&lt;p&gt;Shortly after the departure of Coramius, Octavius receives word that Aurora has awakened from &lt;a href="/campaign/shadow-of-a-horned-god/wikis/torpor/new" class="create-wiki-page-link"&gt;torpor&lt;/a&gt;. After some precautions (including her own ghoul fed to her as nourishment), she is brought before the court. After realizing her situation, she submits to the will of her captors and begs for mercy. Castor still think that they should await word from her sire in Italy before judging her too harshly, and after some debate, they agree not to execute her, for now. In exchange for her life, Aurora offers information about their enemies in the north. Intrigued, Octavius listens to what she has to say.&lt;/p&gt;


	&lt;p&gt;According to Aurora, Morghien has &amp;#8220;abducted&amp;#8221; the youngest son of King Aethelfrith, &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Oswiu/new" class="create-wiki-page-link"&gt;Oswiu&lt;/a&gt;, and keeps him safe in an unknown haven somewhere along the remains of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/Hadrian's Wall/new" class="create-wiki-page-link"&gt;Hadrian&amp;#8217;s Wall&lt;/a&gt;. She thinks that he plans to use the boy in some future scheme to gain control of the Kingdom of Bernicia. He has also let rumors of Oswiu&amp;#8217;s death spread, so that people won&amp;#8217;t search for his whereabouts. She also confirms Octavius suspicions that the alliance of Morghien and Corax is a fragile one, and that they don&amp;#8217;t see eye to eye on most matters. Currently, Corax grip on Bernicia seems total, but with the state of the mortal kingdom, things might change in the near future. Also, with the recent arrival of &lt;a href="/campaign/shadow-of-a-horned-god/wikis/eldric" class="wiki-page-link"&gt;Eldric&lt;/a&gt; in Eboracum, things are starting to look uncertain. Awaiting the &amp;#8220;judgment&amp;#8221; of her kin, she is confined in chains behind locked doors and kept under strict surveillance.&lt;/p&gt;


	&lt;p&gt;Octavius quickly sends word to Coramius about what he have learned about Oswiu, and that spreading rumors of his state might prove troublesome for their enemies. Since his destination is Eboracum, Coramius seems as the prime candidate for overseeing these things in the near future. With these events we leave Deva for the time being, and eagerly await the rapidly approaching conclusion of Part &lt;span class="caps"&gt;III&lt;/span&gt;&amp;#8230;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/9Y35osnypzA" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 07:47:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/shadow-of-a-horned-god/adventure-log/shadow-of-a-horned-god-part-iii-act-iii-session-vi</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/9Y35osnypzA/shadow-of-a-horned-god-part-iii-act-iii-session-vi</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/shadow-of-a-horned-god/adventure-log/shadow-of-a-horned-god-part-iii-act-iii-session-vi</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/qBVD8MF4L1E" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 07:10:12 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16306/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/qBVD8MF4L1E/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16306/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/SZ-1tx49AMI" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 06:17:05 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/stone/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/SZ-1tx49AMI/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/stone/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Puzzles Beneath the Tor</title>
      <description>&lt;p&gt;What the party found found below the ruins of Brigg&amp;#8217;s Tor was not a forgotten eladrin cellar but a much older structure, it&amp;#8217;s architecture that of lost Arkhosia, the dragonborn empire that flourished during the Second Age of Man, at the height of the Dawn War.  The stairway led down to large chamber, it&amp;#8217;s entrance blocked by a deep pit with an enchanted stone disk at it&amp;#8217;s center.  With some trial and error it was discovered that the disk acted as a gatekeeper to the chamber beyond, wobbling dangerously if more than one person crossed it at once and dropping away completely if more attempted it.  The reason for the obstacle became clear as the first over the pit were immediately attacked by a pair of mechanical dragonborn.  Fortunately the first over were Kat and Lahfawnduh, and with Vorlakk and Tim quickly joining them (barely avoiding a fall in to the pit), quick work was made of the guardians.&lt;/p&gt;


	&lt;p&gt;Past the constructs a narrow passage led to a large circular chamber centered on a deep spiked pit with a strange device floating at it&amp;#8217;s center: two rings of stone floating around a fist-sized gemstone.  The walls of the chamber were covered in a wraparound bas relief:&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9493/TieflingMural.gif" class="media-item-align-center" title="Tiefling mural" alt="Tiefling mural" /&gt;&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9494/DragonbornMural.gif" class="media-item-align-center" title="Dragonborn mural" alt="Dragonborn mural" /&gt;&lt;/p&gt;


	&lt;p&gt;It was soon found that approaching the pit in the center caused enchanted tiles to rise from it&amp;#8217;s depths and form a walkway to the device at it&amp;#8217;s center.  Braving the walkway Lahfawnduh found the two rings were inscribed with symbols:&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9495/Puzzle_Ring.jpg" class="media-item-align-center" title="Puzzle ring" alt="Puzzle ring" /&gt;&lt;/p&gt;


	&lt;p&gt;The party spent some time examining the rings and comparing the symbols with those incorporated into the reliefs on the walls.  Nala was able to identify the symbols on the inner ring as the numbers 1 through 8 written in iokharic runes, while Jeton and Tim announced that the four figures at the forefront of the dragonborn army were great heroes of the age: Ashok the brassy scaled greatsword wielder, Damodar with sword and shield, Negasi with greataxe and Vamana the mage.  Lahfawnduh was able to determine that the rings were magically linked to each other, the gem in the center, and the walls of the room itself.  Matching a symbol with a number and grasping the gem would trigger some change in the room, though what that might be she could not say.  After much discussion and a brief consultation with Jeton&amp;#8217;s ancestral spirits, it was decided to secure Lahfawnduh with a pair of ropes held by the group on either side of the pit while she set the rings to match the &amp;#8220;1&amp;#8221; rune with the lightning symbol.&lt;/p&gt;


	&lt;p&gt;On grasping the gem, a loud rumbling filled the room an an iron wall slammed into place over the only door.  Moments later the entire wall began to rotate around the room, making three full circuits before slowing again and coming to rest in a new position.  The iron hatch slid aside to reveal a new room decorated with it&amp;#8217;s own mural and a pair of double doors:&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9496/MiniMural1.gif" class="media-item-align-center" title="Mini mural1" alt="Mini mural1" /&gt;&lt;/p&gt;


	&lt;p&gt;The room beyond gave the group pause.  A narrow alcove opened out into a wider room lined with smaller alcoves, with a matching space on the far side sporting another pair of double doors.  The floor of the main room was split into triangular tiles, and a hatch could be seen mounted in the wall near the far doors, an obvious keyhole on it&amp;#8217;s surface.  Above the far alcove was another relief continuing the scene from the previous room:&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9497/MiniMural2.gif" class="media-item-align-center" title="Mini mural2" alt="Mini mural2" /&gt;&lt;/p&gt;


	&lt;p&gt;As soon as the first person made to step into the room it&amp;#8217;s purpose became clear as dozens of long blades began slicing up from the gaps in the tiled floor, crisscrossing the room with deadly speed.  It was clear someone would need to brave the slashing blades to reach the hatch on the far side, which no doubt concealed the means to disable the trap.  Close examination revealed a pattern to the blades that would allow someone nimble enough to duck between them with a brief pause in the center of the room and then reach the panel without being struck.  Unfortunately Lahfawnduh was not nimble enough, and barely avoided being bloodied when one of the blades creased her armor just before reaching the safe spot in the center of the room.  Which turned out to not be so safe after all as the tiles erupted upwards and the trap mechanisms were revealed to be independent constructs, large spider like machines that balanced on four bladed limbs while lashing out with the remaining two, which proceeded to surround the drow and do their best to slay her.  The ensuing fight was short but brutal, but in the end the machines were destroyed and Lahfawnduh&amp;#8217;s wounds tended to.  Beyond the double doors was a smaller room dominated by a final mural and a small chest:&lt;/p&gt;


	&lt;p&gt;&lt;img src="http://cdn.obsidianportal.com/assets/9498/MiniMural3.gif" class="media-item-align-center" title="Mini mural3" alt="Mini mural3" /&gt;&lt;/p&gt;


	&lt;p&gt;The chest held no traps, and within was found a sizeable cache:&lt;/p&gt;


	&lt;ul&gt;
	&lt;li&gt;&lt;span style="color:orange;"&gt;112gp&lt;/span&gt;&lt;/li&gt;
		&lt;li&gt;&lt;span style="color:darkgrey;"&gt;757sp&lt;/span&gt;&lt;/li&gt;
		&lt;li&gt;&lt;span style="color:darkorange;"&gt;3736cp&lt;/span&gt;&lt;/li&gt;
		&lt;li&gt;Atop the coins, a pair of heavy steel &lt;a href="http://www.wizards.com/dndinsider/compendium/item.aspx?id=2782"&gt;&lt;em&gt;parry gauntlents&lt;/em&gt;&lt;/a&gt; with oversized guard plates that extend from the cuffs over the backs of the hands.&lt;/li&gt;
	&lt;/ul&gt;


	&lt;p&gt;(This has all been added to the party loot list)&lt;/p&gt;


	&lt;p&gt;Next week: Are there more puzzles to solve in this ancient dungeon?&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/JG4jWqaspq0" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 06:06:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/skyfall-basin/adventure-log/puzzles-beneath-the-tor</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/JG4jWqaspq0/puzzles-beneath-the-tor</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/skyfall-basin/adventure-log/puzzles-beneath-the-tor</feedburner:origLink></item>
    <item>
      <title>Intro (Hook)</title>
      <description>&lt;div&gt;Tired and sore from battle, you trudge back to the small town of &lt;strong&gt;Bezentil&lt;/strong&gt;. &amp;nbsp;Upon entering the tiny entry gate, &lt;strong&gt;Wendel Whiteharp&lt;/strong&gt;, the mayor of Bezentil, followed by the small population, rush to you in celebration, everyone cheering and clapping as the mayor parades you through the main dirt road. &amp;nbsp;The mayor escorts you to the &lt;strong&gt;Bare Rock Inn &amp;amp; Tavern&lt;/strong&gt; and as you try to enter the front door, the mayor turns to the people and gives a speech. &amp;nbsp;Though you were happy to help the little town with their problem, all you want to do is eat, have a few drinks and sleep for 2 days. &amp;nbsp;But you humbly smile and stand by the mayor as he regales the town with how it was his great idea to fight The Menace Horde and how he alone traveled great distances to find you and convinced you to help fight blah blah blah blah&amp;hellip;. &amp;ldquo;What a giant windbag,&amp;rdquo; you say to yourself. &amp;nbsp;His speech seemed to go for an eternity until you are suddenly brought back to reality with the applause of the townsfolk. &amp;nbsp;The bell above the taverns door announces your entry into the tavern. &amp;nbsp;A small, well dressed crowd is present inside, hand picked by the mayor, to celebrate your victory. &amp;nbsp;Wearily, you follow him to the rectangular banquet table of honor near the back of the tavern. &amp;nbsp;The mayor takes his seat in the middle, as if trying to fit in, &amp;ldquo;be one of the guys&amp;rdquo; if you will. &amp;nbsp;Drinks are being poured all around and you finally take a well deserved deep breath to begin your rest. &amp;nbsp;No sooner than after you exhale, a giant mechanical golem crashes through the front door. &amp;nbsp;Wood and rubble fly in all directions in reaction. &amp;nbsp;The golem takes a few lumbering steps inside the tavern, its cold glowing eyes surveying the room as everyone in the tavern is screaming in terror. &amp;nbsp;His eyes fix in on you and he heavily tromps through the tavern in your direction, pushing aside tables and patrons. &amp;nbsp;The mayor stands up and yells to the golem &amp;ldquo;How dare you! &amp;nbsp;This is a private party and you are most certainly not welcome here! &amp;nbsp;Leave now or these great heroes beside me will be forced to destroy y&amp;#8212;!&amp;rdquo; &amp;nbsp;The golem grabs the mayor by the collar and tosses him towards the bar; his body falls to the ground limp. &amp;nbsp;As you jump to your feet, hand at your weapon on your belt, the golem grabs you by the neck, raises you up off the ground and slams you back into the wall. &amp;nbsp;With his other hand, nothing more than a circular blade, thrusts into your chest. &amp;nbsp;As you try to scream, you hear the whir of gears spinning as the blade spins in your chest. &amp;nbsp;The last thing you remember before fading into darkness, other than being in writhing agony, is the vision of your still beating heart in front of your face.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/hRwzQtCBlCI" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 05:16:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16303/adventure-log/intro-hook</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/hRwzQtCBlCI/intro-hook</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16303/adventure-log/intro-hook</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/zNoln_QKFfQ" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 05:15:21 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16303/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/zNoln_QKFfQ/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16303/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/TadRX75Fbd0" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 05:14:21 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/cityoflives/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/TadRX75Fbd0/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/cityoflives/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>Investigating Brigg's Tor</title>
      <description>&lt;p&gt;With the interrogation complete, it was decided to use a ritual divination on the gems the rats had been paid to verify the veracity of their claims.  The ritual showed just what Barchan said: a strange pale elf with pitch black orbs for eyes handing over the gems along with a portrait of the party as they were during the raid on Mag Tureah.  Further delving showed another vision: a small grey skinned creature with matching eyes, a quickling, being handed a large sack of gems and a sheaf of portraits by the same fomorian lord whose negotiations the party had interrupted when the retrieved the sword.&lt;/p&gt;


	&lt;p&gt;With that information, it was decided to set out for Brigg&amp;#8217;s Tor immediately to confront their stalker and perhaps learn more about the fomori&amp;#8217;s involvement in recent events.  Risking further attack, the band passed through Ravan on their journey and spent the night researching in the temple libraries of Io and the Raven Queen in search of further clues.  Much was learned about the history of Brigg&amp;#8217;s Tor when it was known as Calenim, the eladin palace-fortress, and the cataclysm that reduced it to ruin.  Kat&amp;#8217;s research in the vaults of the Raven Queen revealed some scant information on the mysterious artifact she pursues, a device designed for use on immortal beings from the astral realms, and not always willingly.  Nothing, however, to indicate where it might be found.  Fortunately no assassins found them in the night, and early the next morning they set off again after refreshing their provisions (including rum and vodka for the wet bar Tim was working on installing in the wagon).&lt;/p&gt;


	&lt;p&gt;As the days wore on, the weather grew unseasonably cold for late summer.  Indeed, on the morning they reached the tor, frost edged the grass around their wagon and the morning fog did not burn away as the sun rose.  Some worried that this might indicate that the fey of the Winter Court might still have a presence in the ruin, though that raised the disturbing possibility of Winter fey working with the Fomori, unthinkable treason for any of the Court fey.  Unfortunately arriving at Brigg&amp;#8217;s Tor seemed to bear out this suspicion..&lt;/p&gt;


	&lt;p&gt;A chill voice drifted from the ruins as the group stepped within the crumbled walls.  &amp;#8220;What&amp;#8217;s this?  It seems we&amp;#8217;ve one less assassin to pay,&amp;#8221; the voice asked, echoing around the ruins, &amp;#8220;but what hat do you seek to find here, mortals?&amp;#8221;  When Nala stepped forward to present their reasons and demand answers, the response from on high was a hissed, &amp;#8220;No, you will find no answers here.  Only death!&amp;#8221;  With that a set of huge wings shadowed the party as a fey white wyrm appeared on the crumbling balcony above them, then dove down in a sweep of claws to attack Kat before dissapearing behind a low wall.&lt;/p&gt;


	&lt;p&gt;Charging forward, Kat and Vorlakk found no sign of the dragon.. until it appeared out of thin air on the opposite balcony and swooped again.  Kat was ready though, and managed to pin the beast with the Frost of Letherna (ironically enough).  Trapped on the ground and unable to return to the air, the dragon fought fiercely as Kat, Vorlakk, Tim and Framboise surrounded it in melee, while the rest of the party rained fire, radiance, lightning and bolts down on it from afar.  It was Lahfawnduh who finally bloodied the beast, leaping from the shadows to slice open it&amp;#8217;s flank, then dodge out of the way when it roared and unleashed it&amp;#8217;s deadly frost breath on her.  Unfortunately Tim, who Lahfawnduh appeared next to, was not so lucky and took the blast full in the face.  Furious, the dragon let out a tremendous roar, causing those assaulting it to fall back in instinctive terror and simultaneously breaking the Raven Queen&amp;#8217;s icy grip on it.  Rather than move to engage from a better angle, it instead lept into the air and flew towards the balcony on which Hadarai had taken up position, smashing through several support columns and then dissapearing in to thin air.  Standing so close, Hadarai was able to sense the presence of an unstable portal in the spot the dragon dissapeared and, with the floor already starting to crumble beneath him, lept through after it.  The rest of the party save Lahfawnduh and Jetton quickly followed, with Vorlakk leaping up a collapsing column to dive through the same portal while Kat ran to another Tim sensed nearby on the ground floor, and Framboise taking a daring risk by using his Avenger powers to teleport across the planar border after his fleeing prey.  He survived the journey, but the enraged dragon tore him in two the moment he appeared in the feywild, just before Vorlakk delivered a final hammer blow between it&amp;#8217;s eyes and slew it.&lt;/p&gt;


	&lt;p&gt;Outside, Jeton was nearly crushed beneath the collapsing rubble, pummeled by falling stone that cracked through the flagstones near the central fountain and revealed a hidden stairway leading downwards.  Moving to join their friends, Jeton and Lahfawnduh found that the portals they had ducked through had shifted, but Jeton&amp;#8217;s knowledge of arcana allowed them to find a new portal to slip through.  Reunited, the party had only a few moments to mourn their fallen companion and take in the cold beauty of the restored ice palace on the feywild side.  Clattering hoofbeats came echoing down the columned hall leading to the heart of the citadel, and Lahfawnduh identified a group of beastmen, goat-headed caprans, approaching with drawn bows, with what sounded like more on upper two floors.  Exhausted, they chose to retreat back to the mortal world rather than fight, where they were joined by their trusty nature guide Halgar, and hid in the newly revealed stairway, pulling the broken flagstones back in to place above them.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/qIm-3T7hjus" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 05:11:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/skyfall-basin/adventure-log/investigating-briggs-tor</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/qIm-3T7hjus/investigating-briggs-tor</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/skyfall-basin/adventure-log/investigating-briggs-tor</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/fsXkmFNam4c" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 05:02:32 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/darrowshire/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/fsXkmFNam4c/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/darrowshire/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>The Isle of Storms</title>
      <description>&lt;p&gt;The morning after the battle of King&amp;#8217;s Hope, a silver dragon alighted on the walls and bespoke the gathered nobles and adventurers. He claimed the Tower in the Scar as his own and demonstrated his power over the undead with an orb by returning them to the Scar. The undead were magically dominated to guard the division between the Peninsula to the east and the Far Lands to the west beyond the Scar. The dragon havign no love for the Baron Wolsner, sent the adventurers to the Isle of Storms to speak with the Spirit of the Dragon Talishmar, who had created the Scar.&lt;/p&gt;


	&lt;p&gt;The Company of Adventurers hired a ship and a brave captain, but the storms surrouding the island were too much for even such a worthy ship and hardy crew. However, there was avillage on the mainland near the isle,a nd in that village there lived kobolds who worshipped the dragon Talishmar and had constructed a device made of ropes to pull small boats to the island through the storms.&lt;/p&gt;


	&lt;p&gt;The Company went over to the isle and met a kobold shaman who instructed them moroe in his religion of Talishmar. The Adventurers then marched around the island to gain access to Talshmar&amp;#8217;s cave. On the way they fought several small but fierce dragonic wyrmlings and young dragons. A blue dragon guarded the entrabce to Talishmar&amp;#8217;s cave, and he bequested the Adventurers to close a magical portal in the northwest of the isle.&lt;/p&gt;


	&lt;p&gt;The portal was guarded by Baron Wolsner and his allies and minions. A deadly fight resulted in complete victory for our worthy heroes. The portal was closed by throwing the baron&amp;#8217;s necromantic relic therein.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/XGXw-Ucc4-Y" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 04:49:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/tarakona/adventure-log/the-isle-of-storms</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/XGXw-Ucc4-Y/the-isle-of-storms</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/tarakona/adventure-log/the-isle-of-storms</feedburner:origLink></item>
    <item>
      <title>Dinner is Served</title>
      <description>&lt;p&gt;Aeyo is able to pick up a trail left behind by the apparent raiders, who appear to have taken Paela the Paladin from the village that they otherwise killed en masse. THe party follows their trail a few days, before coming into a field with some old volcanic rock, some scorch marks on the soil (apparently from lightning), and their Paladin and two other unknown women, staked out in the field.&lt;/p&gt;


	&lt;p&gt;Aurus and the wizard fall behind, to check something out, while Aeyo, Brother Johnathon, and Dorian make their way to the women. Something catches Aurus attention, and the Wizard is grabbed from behind by a giant snake. It takes a moment or two for the party to realize what has happened. Aurus, Aeyo, and Brother Johnathon go to save the Wizard who is flailing at the snake with a mage hand wielding a crowbar (they don&amp;#8217;t make wizards like they used to!), and Dorian sets about freeing the women as fast as possible.&lt;/p&gt;


	&lt;p&gt;The rest of the party is able to kill the snake about the same time that Dorian has freed and revived the women. Introductions are made and the swordmage Shera and the rogue Willow are welcomed to the party. The snake is butchered for food, and camp is made for the night.&lt;/p&gt;


	&lt;p&gt;The next morning, the party continues on to the village with the assailants that staked the women out in the field. Aeyo, Willow, and Dorian go, only to find the entire village dead. Cows and chickens are alive, only the humans are dead. Aeyo returns to the group while Willow and Dorian search the village. Dorian finds several yuan ti corpses, which is very remarkable, considering the Yuan Ti are thought to have been extinct on this island for hundreds, if not thousands, of years. One of the yuan ti had a crude drawin in it&amp;#8217;s belt pouch of the golden statue the party is now carrying. The party butchers the remaining livestock to eat and smoke for rations, which takes them 3-4 days.&lt;/p&gt;


	&lt;p&gt;The party can see a volcano in the distant horizon, so make their way towards that (oh yeah, Stormcloud also told them that the statue had to be thrown into the volcano to destroy it and it&amp;#8217;s evil). While travelling through the forest, Aeyo (while scouting) finds a stone cottage, he returns to the group, and Willow, Aeyo, and Dorian advance to the cottage to check it out.&lt;/p&gt;


	&lt;p&gt;In the cabin they find the missing Captain Terrel Dax, and the missing crewmen, apparently live and well! They offer hospitality to the party and offer to share the stew bubbling away on the stove. Halfway through the meal (that only a few decided to share in) a woman&amp;#8217;s screaming came from nearby, all of the party ran off other than Paela and Dorian who remained in the cabin, and the wizard who was skulking about outside the cabin using ghost sounds to mock the screaming woman (really.. one can&amp;#8217;t help but wonder if this wizard is good for anything other than bait for a trap!).&lt;/p&gt;


	&lt;p&gt;The party rushes headlong into quicksand, and immediately start sinking. The woman who had been screaming comes to gloat, and quickly shows her form as a hag. Being the quick thinking man of action that he is, Aurus quickly started trying to hit on the hag. Apparently what he proposed offended even her indelicate sensibilities, because she wacked him in the face with her staff before telporting out. It took some time, but the party was able to get themselves out of the quicksand. Luckily the Rogue had not fallen in, and she was able to use rope to pull them out.&lt;/p&gt;


	&lt;p&gt;Back at the cabin, Paela and Dorian quickly realize that the meal they had been sharing with the captain was drugged (and made from human flesh, victims from the nearby village). They were shackled, and soon after, the hag teleported into the cabin. The hag is threatened by dorian with the wrath of his party upon their return. The hag teleports to the Wizard outside, looks at him and laughs, and teleports back to Dorian and Paela. Realizing the direness, and futility, of their situation, Dorian and Paela negotiate with the hag, and arrange a deal to buy their freedom, along with a copy of a book on her shelf that would help them read/translate the yuan ti languagem, for 1000 gold from the parties wealth.&lt;/p&gt;


	&lt;p&gt;She agrees to this and releases them. They go find the party at the quicksand, followed by the Captain and his crew, (who the hag had charmed, but apparently were now released from the magic). Dorian explains the situation and the party agrees to giving up the gold for the hag. Dorian places the gold at the appointed spot outside her cabin, the gold disappears and the book of the yuan ti language appears. Dorian quickly realizes the book is not the one he bargained for. The party stays the night in her cabin (as macabre as it is, the hag could easily kill them, so they might as well be comfortable with a nice fire, instead of cold and wet outside.&lt;/p&gt;


	&lt;p&gt;The next morning, the party sets out on yet another leg of their grand adventure&amp;#8230;&lt;/p&gt;


	&lt;p&gt;to be continued!&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/9EKMs_l_n_8" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 04:30:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/destiny/adventure-log/dinner-is-served</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/9EKMs_l_n_8/dinner-is-served</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/destiny/adventure-log/dinner-is-served</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/oKhINGgSatg" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
      <category>rpg</category>
      <category>roleplaying</category>
      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 04:02:41 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/otaria/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/oKhINGgSatg/welcome</link>
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    <item>
      <title>Into the Dark</title>
      <description>&lt;p&gt;We next find our brave party on their way to the Ziggeraut. They are stopped by a few scouts from a local tribe, and asked to follow them to the village. The Paladin. Captain and the 2 surviving crewmen have apparently been taken by the tribe as a negotiation tactic.&lt;/p&gt;


	&lt;p&gt;Once at the village, the party meets the tribal shaman by the name of Stormcloud. He asks the party to retreive a golden statue from the ziggeraut. A wizard that had been held by the tribe is sent along with the party as well. If the party returns with the statue they can have the Paladin, captain, and crew back alive and unhurt. Each party member is allowed to take 1 misc item from the village supplies, and are escorted to the Ziggeraut by a few scouts.&lt;/p&gt;


	&lt;p&gt;Once the scouts depart, the party braves entry. The solid stone door is forced open, and Dorian, being the wise and experienced soul that he is, suggested that they use some pitons to jam the door open, in case they need to make a hasty retreat. The party see&amp;#8217;s the wisdom of this, and secures the door.&lt;/p&gt;


	&lt;p&gt;Almost immediately inside the ziggeraut, they encounter a carrion crawler. A disgusting battle ensues, with the group victorious. Down the hallway past the dead carrion crawler, they find 2 doorways. One has a large statue of some ancient yuan ti, with a lot of inscriptions on the walls that no one can read. The next room  has 4 orbs on the floor, and a disc that can be rotated at the end of the room. The party spends some time in here, as it is realized that rotating the disc around changes the lights in the orbs. Once the group realizes that they can not hear or sense anything changing in the ziggeraut, by rotating the disc (and changing the colors of the lights in the orbs), they decide to continue exploring.&lt;/p&gt;


	&lt;p&gt;They find the carrion crawler&amp;#8217;s nest around the next corner, and quickly check through it, as one never knows what discarded (or digested!) treasures are found in a dungeon. Nothing is found, and the party continues exploring.&lt;/p&gt;


	&lt;p&gt;The next corner turned, takes the party into a large room that has an eerie green glow, a large pedestal with a golden statue on it, and oddly enough.. a dozen or so beautiful women. Or so Aurus thinks, being the first person to enter the room. There is untold wealth amassed around the pedestal as well.&lt;/p&gt;


	&lt;p&gt;The beautiful women quickly show their true identity as they melt into light consuming shadows. Dorian rebukes them, and pushes most of them back, as Brother Johnathon turns more of them. Mayhem erupts as the party tries to destroy them, only to realize that black beams are shooting out of the statue into the &amp;#8216;women&amp;#8217;, and restoring all damage done to them by the party!&lt;/p&gt;


	&lt;p&gt;Aeyo quickly grabs the statue and makes a run for it, as the wizard has realized that if the statue is moved out of the ziggeraut, it could stop healing the &amp;#8216;women&amp;#8217;. The party starts making a run for the front door, some more successful than others. Poor Aurus was nearly done in twice in his efforts to get outside, before Brother Johnathon and Aeyo helped get him out. Dorian had the presence of mind (or greed?) to quickly fill a backpack full of gold, before he starts to run out. Dorian is nearly killed on his way out, but is saved by the Cleric.&lt;/p&gt;


	&lt;p&gt;The party barely makes it out the door as the temple entrance sinks beneath the mud and muck of the swamp, leaving only the top of its stonework roof above ground. After they rest and heal up a little, the party returns to the village, only to find everyone dead, and no sign of their paladin, captain, or crewmen!&lt;/p&gt;


	&lt;p&gt;To be continued..&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/M0PSQo5SYWY" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 04:02:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/destiny/adventure-log/into-the-dark</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/M0PSQo5SYWY/into-the-dark</link>
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      <title>00025</title>
      <description>&lt;p&gt;&lt;a href="/campaign/clockwork/wikis/17mar10" class="wiki-page-link"&gt;&lt;span class="caps"&gt;LOG&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;


	&lt;p&gt;Serribon is escorted from Andropolis to assume his new position in the retinue of the Cuthbertian sibyl-priestess Hadria.&lt;/p&gt;


&lt;hr width="50%"&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/OnydedIbrk0" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 04:01:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/clockwork/adventure-log/00025</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/OnydedIbrk0/00025</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/clockwork/adventure-log/00025</feedburner:origLink></item>
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      <title>Session 4 Missing People</title>
      <description>&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/bqHgUhqAXBE" height="1" width="1"/&gt;</description>
      <category>game</category>
      <category>gaming</category>
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      <pubDate>Fri, 19 Mar 2010 03:51:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/septimus2010/adventure-log/session-4-missing-people</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/bqHgUhqAXBE/session-4-missing-people</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/septimus2010/adventure-log/session-4-missing-people</feedburner:origLink></item>
    <item>
      <title>March 17th 2010 Bonus Game 3 XP Report</title>
      <description>&lt;strong&gt;XP Report&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Roleplaying Rewards &lt;em&gt;(1076XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Spearmen Ambush &lt;em&gt;(263XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Feral Beasts &lt;em&gt;(210XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Showdown on the Climax &lt;em&gt;(378XP)&lt;/em&gt;&lt;/li&gt;
	&lt;/ul&gt;


	&lt;h2&gt;Total for session: 1927&lt;/h2&gt;


	&lt;h2&gt;Total for campaign: 12429&lt;/h2&gt;


&lt;strong&gt;Roleplaying Rewards &lt;em&gt;(1076)&lt;/em&gt;&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Crash Landing &lt;em&gt;(236 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Ford The River &lt;em&gt;(263 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Gon&amp;#8217; Hunting &lt;em&gt;(53 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Rescued! &lt;em&gt;(105 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Captured Soloman &lt;em&gt;(210 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Saved The Climax &lt;em&gt;(210 XP)&lt;/em&gt;&lt;/li&gt;
	&lt;/ul&gt;


&lt;strong&gt;Spearmen Ambush &lt;em&gt;(263 XP)&lt;/em&gt;&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Hostile Natives x5 &lt;em&gt;(263 XP)&lt;/em&gt;&lt;/li&gt;
	&lt;/ul&gt;


&lt;strong&gt;Feral Beasts &lt;em&gt;(210 XP)&lt;/em&gt;&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Monkeybears x4 &lt;em&gt;(210 XP)&lt;/em&gt;&lt;/li&gt;
	&lt;/ul&gt;


&lt;strong&gt;Showdown on the Climax &lt;em&gt;(378 XP)&lt;/em&gt;&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Soloman x1 &lt;em&gt;(63 XP)&lt;/em&gt;&lt;/li&gt;
		&lt;li&gt;Red Dragon x1 &lt;em&gt;(315 XP)&lt;/em&gt;&lt;/li&gt;
	&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/RW-yTFi1k-s" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 03:41:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/the-doomsday-clock/adventure-log/march-17th-2010-bonus-game-3-xp-report</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/RW-yTFi1k-s/march-17th-2010-bonus-game-3-xp-report</link>
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      <title>Chapter 5 Preview</title>
      <description>&lt;p&gt;At long last, the party sold off the yaks that had accompanied them all the way from Kong Wan, only to discover some hidden treasure might lurk inside them.  If they want to learn more, they&amp;#8217;ll have to re-obtain the animals, whether by purchase or theft.  Which will it be?  And what will they find inside?&lt;/p&gt;


	&lt;p&gt;In addition, the party successfully eliminated the threat of the Black Beast, saving the deer herds on which the townsmen of Po Keng depend.  They might be hailed as heroes.  On the other hand, they spent a considerable amount of time at the despised Thauma-Virun shrine, and the rest of their time consorting with the hated Orc nobility, not to mention having an Orc Thauma-Virun priest among them.  To top it all off, they did not kill the Black Beast, but handed it over alive to the very Orcs rumored to have brought the curse on the region.  In a town that considers Orcs and their religion an invasive evil, is there any way they could be hailed as less than villains?  It remains to be seen.&lt;/p&gt;


	&lt;p&gt;If nothing else, the party may high-tail it back to Kong Wan to enlist in Gansalahi&amp;#8217;s army, head south to Shen Bei to investigate the prefect for whom the yaks had been intended, or make for Xing Xiang and the Thauma-Virun temple which seems to have developed an interest in the yaks and their hidden secret.  Which path will they choose?&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/S5tDqPapuAM" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 03:17:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/worldofwu-yu/adventure-log/chapter-5-preview</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/S5tDqPapuAM/chapter-5-preview</link>
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      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/L7rHev2IEKU" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 02:52:25 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/colorofinsanity/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/L7rHev2IEKU/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/colorofinsanity/adventure-log/welcome</feedburner:origLink></item>
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      <title>test</title>
      <description>&lt;p&gt;testing this post system&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/oRvYHzutITA" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 02:23:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16297/adventure-log/test</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/oRvYHzutITA/test</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16297/adventure-log/test</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/Itt8A71SJCY" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 02:16:56 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/16297/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/Itt8A71SJCY/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/16297/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>11/24/2007</title>
      <description>&lt;ul&gt;
	&lt;li&gt;&lt;strong&gt;Game Date:&lt;/strong&gt;&lt;/li&gt;
		&lt;li&gt;&lt;strong&gt;Party members:&lt;/strong&gt; &lt;a href="/campaigns/circle-of-eight/characters/16295" class="wiki-content-link"&gt;Travis&lt;/a&gt;, Faradey, Anwar&lt;/li&gt;
		&lt;li&gt;&lt;strong&gt;Place:&lt;/strong&gt; Western Ocean, Archon Island, Peleston Wilderness&lt;/li&gt;
		&lt;li&gt;&lt;strong&gt;NPCs:&lt;/strong&gt;  Uhnalas (just some elf), Elven Captain, 3 Norsemen&lt;/li&gt;
		&lt;li&gt;&lt;strong&gt;Summary:&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;Find the Archons&lt;/li&gt;
		&lt;li&gt;Find the Plane Shift Rod of Radiance&lt;/li&gt;
		&lt;li&gt;Awaken Bow of Ivy&lt;/li&gt;
		&lt;li&gt;Babysit Archons&lt;/li&gt;
	&lt;/ul&gt;&lt;/li&gt;
	&lt;/ul&gt;


&lt;strong&gt;Notes/Log:&lt;/strong&gt;
	&lt;ul&gt;
	&lt;li&gt;We ported out to the Elven Island beyond the west coast.  There we found a ship that had been attacked by Norsemen who stole a magical rudder. We chased down the Norsemen to find that they had sunk due to a giant squid attack.  The giant squid attacked us along with some sea trolls.  After a fight, we won.  Travis dove into the water to kill the giant squid.  Afterwards, Travis swam down to the broken Norse ship and found 3 Norsemen; they pledge themselves to Travis in exchange for aid.  Travis helps them to the surface and returns the magical rudder.&lt;/li&gt;
		&lt;li&gt;We returned to shore to plan our next move and buy some charts &amp;#38; maps before setting off again.  After a while, we arrived at an island with massive cliffs where we were attacked by a goblin witch doctor and 10 warriors.  The witch doctor cast a spell destroying the ship in a big explosion.  The Norsemen, Elven captain, and one elf survived.  Anwar stunned the witch doctor with his taser rendering him unconscious.  We killed some of the warriors and the rest ran away.&lt;/li&gt;
		&lt;li&gt;Travis used Etherealness to transport people to the top of the cliff.    Once there we met the Archons.  They are a Lawful Good people.  They have invisible wings &amp;#38; halos and have a slight glow.  They can heal by touch, and levitate a little.  They speak only ancient languages and know nothing of the outside world.  We spent time speaking with them and they agree to power up the bow and give the rod of radiance provided we do a service for them.  They want us to escort a couple of their people in the outside world and return them to the Archons.&lt;/li&gt;
		&lt;li&gt;We brought them to the Peleston area in the wilderness.  We taught them many skills and found some undead to fight.  Anwar went off to the citadel while we stayed behind in Peleston and set up the Archons with training.  Travis and Faradey later joined Anwar at the Citadel.  At the citadel, Anwar found that some guy killed the person running things at the citadel and tried to take Anwar’s place.  Anwar took care of that problem and discovered that Salah Al-din’s body is missing.&lt;/li&gt;
	&lt;/ul&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/mCclQ3aglZ4" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 01:50:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/circle-of-eight/adventure-log/11-24-2007</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/mCclQ3aglZ4/11-24-2007</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/circle-of-eight/adventure-log/11-24-2007</feedburner:origLink></item>
    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/-Gxxd12dUz4" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 01:43:37 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/cursedthrone/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/-Gxxd12dUz4/welcome</link>
    <feedburner:origLink>http://www.obsidianportal.com/campaign/cursedthrone/adventure-log/welcome</feedburner:origLink></item>
    <item>
      <title>March 17th 2010 Bonus Game 3 Summery</title>
      <description>&lt;p&gt;The party immediately found themselves in an emergency situation. Their airship was on fire! Altitude was dropping! And the dragon was coming around for another pass!&lt;/p&gt;


	&lt;p&gt;422 went down to the engineering level to see what he could do to fix the engine. An I-beam collapsed on the main drive and the air elemental inside was trying to escape. Unable to convince it to stay put, 422 began patching up the breach, but inadvertently opened the crack just enough for the elemental to escape. Phaetari didn&amp;#8217;t have much better luck fixing the port stabilizers.&lt;/p&gt;


	&lt;p&gt;According to the airship captain, standard procedure to fight deck fires is to fly the airship through clouds. Ash went to navigation to assist but found the pilot unconscious. He took the wheel himself and steered the limping airship into the nearest cloud formation. However the high winds proved too much to keep the ship steady and although the fire was doused, the airship sustained further damage as the gale torn larger holes in the hull.&lt;/p&gt;


	&lt;p&gt;Hammurabi and Gate were more successful in defending the airship from the dragon&amp;#8217;s second attack run. The airship&amp;#8217;s main turret was damaged but the gun itself was operational. Rather than trying to fix the turret, Gate simply ripped the gun off its mount and balanced it on his shoulders while Hamm fired. The shot clipped the dragon who flinched and missed the airship with its flame breath.&lt;/p&gt;


	&lt;p&gt;While the ship was safe from being fried, it was still in an inescapable descent. The captain ordered everyone to ready for an emergency landing and the airship crashed into the jungle below.&lt;/p&gt;


	&lt;p&gt;Hammurabi and Phaetari were the first to pull themselves from the wreckage. They were relatively unharmed while the others were not as lucky. Ash was buried under debris, Gate had a tree sticking through his chest and 422, who took refuge inside the containment sphere that once held the air elemental, found that the sphere remained intact but was violently ejected from the airship upon impact. The rest of the airship crew perished in the crash. The only other one to survive, apparently, was the prisoner Soloman who was being transported on the airship to his execution. He had escaped from the wreckage before the others awoke.&lt;/p&gt;


	&lt;p&gt;The next morning, after bandaging their wounds and savaging supplies, Ash found the trail of Soloman and the party took off into the jungle to find him. The first main hazard they came across was a rushing river. Their attempt to ford the river was troublesome for most and the rapids swept all but Gate and Hamm downstream. Down the river Gate found those who were swept away clinging to jagged rocks for dear life. Tying a rope around himself and a tree, Gate waded back into the water to grab the other party members while Hamm helped pull them back to safety. It was a tiresome ordeal and the party camped for the night. Their night was far from restful as the nighttime rains brought a mudslide down on them.&lt;/p&gt;


	&lt;p&gt;Heading out again the next day, Ash came across a herd of animals and successfully hunted several of them, replenishing the party&amp;#8217;s food supply. Later they came across new tracks as they followed Soloman&amp;#8217;s trail. Their apparently had been a fight and a native warrior was found dead. As the party examined the body more natives emerged from the bushes, pointing their spears at the intruders. Phaetari attempted to communicate with them telepathically but the only message they got was that she was a witch.&lt;/p&gt;


	&lt;p&gt;The party was victorious in fending off the hostile natives. Later that night when they were resting, monkeys attempted to steal some of the party&amp;#8217;s food, but the warforged easily scared them away before they could make off with anything.&lt;/p&gt;


	&lt;p&gt;On the trail again the party was attacked by a vicious beast never before seen by mankind: the monkeybear! The monkeybears swung in with the ability of an ape and the strength of a mighty bear. However Gate was able to hinder their movement and the party soon gained the upper hand. The remaining monkeybears fled. Phaetari slew one of the fleeing bloodied animals, a direct violation of her teachings, and was subsequently plagued with an image in her mind&amp;#8217;s eye of the monkeybear&amp;#8217;s cubs slowly starving without their mother to return to them. Until they were killed by a raptor-like predator. (Travis, you gotta upload that image you drew. It&amp;#8217;s epic)&lt;/p&gt;


	&lt;p&gt;The party tracked Soloman&amp;#8217;s trail to a clearing where the trail suddenly ends. Just then, a bird lands on 422&amp;#8217;s shoulder and asks him to confirm his identity. Though taken aback, 422 does so. The bird then asks that they please remain at that spot and flies off. Later an airship lands in the clearing. The captain of this airship, the Climax, identifies himself as being part of the same squadron as the crashed airship and was sent to search for survivors and recapture the prisoner.&lt;/p&gt;


	&lt;p&gt;With everyone on board, the Climax continues its search for Soloman. However Soloman finds them first. He rides in on the back of the red dragon that attacked the previous airship. The dragon sweeps down and attaches itself to the side of the airship with its powerful claws and breaths fire on the open deck. Ash grew giant magical vines which locked the dragon down in place, but its continued thrashings were tearing apart the side of the airship. 422 used one of this wind generating devices to push the dragon off the side of the airship while simultaneously pulling Soloman off his mount and onto the deck of the airship. Enraged, the dragon swept down again and began tearing up the other side of the airship, which was now heavily damaged. Hamm realized that this airship had a cannon much like the previous one did. He turned the gun to face the dragon and fired, blasting the beast off the airship. All was quite for a moment and no one could see where the dragon had fallen to. Just then it appeared up from under the airship, directly in front of Hamm and grabbed him in its teeth. Gate charged and swung a fatal blow with his ice hammer. Hamm pulled himself free of the dragon&amp;#8217;s grasp just as it began to plunge into the air below and barely caught the hand of his allies reaching over the bow of the airship.&lt;/p&gt;


	&lt;p&gt;The Climax was heavily damage but was able to limp away from the fight (1 hp left!), and the party successfully recaptured Soloman.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/fcEjM0ugFH8" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 01:42:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/the-doomsday-clock/adventure-log/march-17th-2010-bonus-game-3-summery</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/fcEjM0ugFH8/march-17th-2010-bonus-game-3-summery</link>
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    <item>
      <title>Welcome to your Adventure Log!</title>
      <description>&lt;p&gt;Every campaign gets an Adventure Log, a blog for your adventures!&lt;/p&gt;


	&lt;p&gt;While the wiki is great for organizing your campaign world, it&amp;#8217;s not the best way to chronicle your adventures.  For that purpose, you need a blog!&lt;/p&gt;


	&lt;p&gt;The Adventure Log will allow you to chronologically order the happenings of your campaign.  It serves as the record of what has passed.  After each gaming session, come to the Adventure Log and write up what happened.  In time, it will grow into a great story!&lt;/p&gt;


	&lt;p&gt;Best of all, each Adventure Log post is also a wiki page!  You can link back and forth with your wiki, characters, and so forth as you wish.&lt;/p&gt;


	&lt;p&gt;One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath.  Rather than spending days writing and getting exhausted, I would suggest writing a quick &amp;#8220;Story So Far&amp;#8221; with only a summary.  Then, get back to gaming!  Grow your Adventure Log over time, rather than all at once.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/6Qb8ZAijGtM" height="1" width="1"/&gt;</description>
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      <pubDate>Fri, 19 Mar 2010 01:29:14 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/disdain/adventure-log/welcome</guid>
      <link>http://feedproxy.google.com/~r/obsidianportaladventurelogs/~3/6Qb8ZAijGtM/welcome</link>
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      <title>Aric's Arrival</title>
      <description>&lt;p&gt;(Aric blinks, wondering where and how Thor and Sif disappeared so fast.) Haha if i keep wondering about things like that and ill go crazy. (Aric opens up the trunk of his car and puts his stuff into it.)&lt;/p&gt;


	&lt;p&gt;Well Aric, guess it&amp;#8217;s time to go figure out what the hell is going on (Aric slams his trunk closed than walks up to the rather attractive woman sitting in the ticket booth by the carnival entrance)  Hey Miss, I was wondering if you could help me with something.  I was just dropped off here by two people, Thor and Sif and am apparently suppose to meet someone here.  I was wondering if you could help me with that or possibly even knew who I was suppose to meet?&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/dpe0kJ5KIlg" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 01:11:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/15229/adventure-log/arics-arrival</guid>
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      <title>Unto the Breach, My Tagers</title>
      <description>&lt;p&gt;After injecting the subversive Shoggoth Matrix into the Templeship, the team still had an angry Gale powered armour to deal with. The smoke screen made things difficult but eventually Sweep managed to cut into it with his eye beam and Byte&amp;#8217;s needles inflicted enough damage to the pilot that the Insect controlling him decided to high-tail it out of there. At that moment the trap was sprung and our heroes captured a Shan inside a Box of Light.&lt;/p&gt;


	&lt;p&gt;Returning to the Professor they noticed the sounds of battle coming from Terminus Station. Scouting around, Byte saw that a new train had arrived, with air and artillery support. An assault force of &lt;span class="caps"&gt;NEG&lt;/span&gt; mecha was storming the island from the East, but getting mashed by the Shan-controlled defenders. Apparently the &lt;span class="caps"&gt;NEG&lt;/span&gt; hadn&amp;#8217;t quite figured out what was going on, but was applying excessive force regardless. When the team was strafed and bombed by several Werewolf assault dropships they decided to flee through the dimensional membrane straight into the hideous techno-organic bowels of the Templeship itself.&lt;/p&gt;


	&lt;p&gt;On the other side their little world was immediately cast upside-down, literally. Gravity was reversed, as was force-momentum and acceleration, and it took quite a lot of skill to adjust to it. The experiece is so unsettling that both the Professor and Sweep become emotionally upset. Entering a huge spherical chamber our intrepid Tagers found a desk and a wooden anatomical dummy in several pieces. The walls of this place are made from a smoky-black semi-transparent material that looks like glass but feels like skin. Floating around in the new environment they attract the attention of a &lt;a href="/campaigns/cthulhutech-once-were-men/characters/mirinigri" class="wiki-content-link"&gt;Miri Nigri&lt;/a&gt;, a creature that looks like a lot of giant leeches stuck together, with six darkling eyes concealed in its chest cavity. The thing spoke to them and then tried to vivisect Sweep. Fighting back, the team managed to overcome it (Glass&amp;#8217;s freezing touch seems to have congealed it thoroughly), but not before Sweep&amp;#8217;s intestines were removed and his whole body split into two parts!&lt;/p&gt;


	&lt;p&gt;Strangely, Sweep is alive and feels quite well, but his disjointed body pieces are look quite frightening to the rest of the group, and neither Tavia nor the Professor seem to be taking things well, unaccustomed as they are to the weird world of the Mythos.&lt;/p&gt;


	&lt;p&gt;What strange vistas will our anti-heroes encounter next?&lt;/p&gt;


	&lt;p&gt;Xp: 5 for Wes, 4 for Drew.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/8bYEbmER4Q8" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <category>obsidianportal</category>
      <pubDate>Fri, 19 Mar 2010 00:09:00 +0000</pubDate>
      <guid isPermaLink="false">http://www.obsidianportal.com/campaign/cthulhutech-once-were-men/adventure-log/unto-breach</guid>
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      <title>A Royal Pain</title>
      <description>&lt;p&gt;The party, finding the King dead on his throne, quickly had their concentration broken by the sound of two guards dieing behind them.  The party spun around to face the assailant, a man shrouded in black armor.  A pitched battle commenced.  After slaying the assailant, the party gathered up &lt;a href="/campaigns/thpathfinder1/characters/84048" class="wiki-content-link"&gt;Kyras&lt;/a&gt;, who was mortally injured in the battle, and left to find help.  The party opened the door to find Baron Erdrik standing rather suprised on the other side of the door.  The party proceeded to attempt to explain the situation, intending to show the baron the body of the assailant, only to find that the body of the assailant had disappeared.  The baron, having worked with the party on many a previous occasion, trusted the party&amp;#8217;s word, and ushered them out one of the windows, and stayed behind to explain the situation.&lt;/p&gt;


	&lt;p&gt;The party escaped the castle and wrongful prosecution, only to find that the baron had been found guilty.  Artemist infiltrated the castle, meeting up with the baron and breaking him out.  He left town with the party&amp;#8217;s blessing and a priest&amp;#8217;s outfit, heading to act as a man of the cloth while he could plan his next moves.&lt;/p&gt;


	&lt;p&gt;The party, sensing that the city was about to be a hotbed of political drama made their way out of town.  At the town gate, the party was stopped by a guard and given a message from the chancellor, who was acting king until proper authority could be established.  The message declared that with the baron of Sera Corinth on the run from the law, the barony needed leaders, and the party made perfect candidates.  They would be leaders by council, much to their chagrin.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/d87pXmmnYtc" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Fri, 19 Mar 2010 00:08:00 +0000</pubDate>
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      <title>Riding the Maker</title>
      <description>&lt;p&gt;So the team was sent to go deliver some spice to some smugglers. They caught a wild maker and after some difficulty mounting it, managed to get it half way to the smuggler&amp;#8217;s den. When they dismounted, however, it still had some fight left in it. The team was almost squashed but just managed to survive.&lt;/p&gt;


	&lt;p&gt;When they caught a new maker, they encountered an unmarked Harkonnen Ornithopter which attacked them. Thanks to some fine shooting and not so fine driving on Sutur&amp;#8217;s part, they managed to just barely survive&amp;#8230; only to be ambushed by Imperial Sardukaur in Harkonnen uniform in the smuggler&amp;#8217;s base.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/obsidianportaladventurelogs/~4/u3MDtfoRPvI" height="1" width="1"/&gt;</description>
      <category>game</category>
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      <pubDate>Thu, 18 Mar 2010 23:37:00 +0000</pubDate>
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