Age of Arcana

Writ of Action
The Writ of Action, given to the party by Council Head Abeth Daleheart.

Writ of Action

This writ hereby sanctions the holder(1) and any companions(hereafter referred collectively with the holder as "the holder") claimed(2) by the holder to act in accordance with the will(3) of the Council of Waekefield(4), to work in defense of the Town of Waekefield(5), and to work in the interests of the People of Waekefield(6).
Any and all action taken by the holder within the boundaries of the Waekefield Code of Law(7) are thus sanctioned and approved of by the Council of Waekefield, who will take full responsibility for the effects caused thereby.
Should the holder committ any action outside the boundaries of the Waekefield Code of Law this writ is to be considered null and void, unless the unlawful action is dismissed by the Council of Waekefield or the current Captain of the Waekefield Town Guard(8).

(1) : The bearer of this document. At time of writing, determined by Council Head Abeth Daleheart to be the changeling Dox. Subject to change at the whim of the holder.
(2) : An act determined solely by the holder.
(3) : The will of the Council of Waekefield is determined by the Council of Waekefield by any member of the Council of Waekefield.
(4) : The collective members titled the Council of Waekefield as set forth by the Charter of Waekefield.
(5) : The independent soverign township within the borders set by the Charter of Waekefield.
(6) : Those persons residing within the Town of Waekefield so long as the Town of Waekefield remains as a sovereign township.
(7) : The document detailing the system of rules created to enforce through social or governmental institutions to regulate behavior, referred to as The Code of Law within the Charter of Waekefield, subject to change at the discretion of the Council of Waekefield.
(8) : The person or persons placed in command of the constituted body of persons empowered by the Charter of Waekefield known as the Town Guard, and elected by vote by the Council of Waekefield.

Back in Town
Session 4

The day is 14th of Market, PI 53

The session begins with the party waking in their rooms at the Hungry Badger with the crack of dawn. Saje, the half-elven thief, sleeps a bit longer to recover from her injuries and possession the day before. After a quick breakfast, the rest of the party leaves for the council chambers, and there informs Council Head Abeth of the success of their mission. Offering the soul gem recovered from the corpse within the banshee's tomb as proof, they are rewarded with a Writ of Action, charging them with acting in the best interests of the town of Waekefield as an arm of the council.

The party continues the discussion, informing the council head of the encounter with the hobgoblin outside the corrupted forests, of their status as wanted criminals within the jurisdiction of the hobgoblins, and most everything else. Abeth is troubled, informing the party that this is something of a political nightmare. With the goblins working in Prospector's Watch and stealing their cattle, with the undead menacing the town, and now with the northern fortress reactivated under hobgoblin supervision, she declares they've committed military action against the town. She charges the party with investigating the fortress to the north, known as Fort Daleheart, and reporting back with whatever they might find. If there is an imminent threat within, such as the hobgoblins poised to strike against the town, they are to assassinate the leader. Short of that, any information, especially physical documents, is to be returned to the council as soon as possible.

The party is shortly dismissed, and go on to prepare for the journey ahead. The kenku investigator, Ticking Clock, heads for the blacksmith to have his rapier silvered, meeting up with Saje there as she came up shortly after, commissioning a shortsword and a rapier. The changeling gunslinger, Dox, pays for the use of the blacksmith's forge in creating ammo for himself, Ticking Clock, and the elven ranger, Lelantis. He then assists the blacksmith into the night on his commissions before the party as a whole returns to the inn for the night, with Saje's weapons being delivered to her before she rests.

As the party sleeps, all but the half-elven bard, Ophinora, awake to sounds outside the inn. Ophinora herself wakes moments later as a dark figure creeps in through her window. The party stirs to action, dressed in nothing but their bed clothes, and a battle ensues. Stealthing towards their windows, they see two more figures on the ground along the street. Saje takes a shot at one of the figures, and Ticking Clock follows suit, piercing a hole through one of the figures' shoulders, before summoning an axe beak from his bag of tricks, and mimicking the sound of an alarm to alert the town guard. At this point the figures toss grappling hooks up onto the windowsills of Lelantis' and Dox's rooms, with Lelantis taking a shot at both before ducking back. Ophinora, startled awake by the figure in her room, uses her bardic magic to cause dissonant whispers to haunt the mind of the figure in her window. The figure backs away, terrified, and slides down the rope away from her. The rest of the fight passes quickly, Dox taking the final shot of the fight with a bullet piercing the skull of one of the figures, as another grabs an amulet beneath his armor and disappears.

The party quickly makes their way to the ground floor and outside, finding one of the hobgoblins alive but unconscious. Tying him up, Ophinora cures the hobgoblin's wounds, and the party carries him to her room. The party proceeds to interrogate this hobgoblin, who reveals he is an assassin from the city of Dergomal charged with their death, working in the name of the Warlord, though once they ask for the Warlord's name, he bites off his own tongue. Ticking Clock informs the party the Warlord's name is Kaldurimo, to the hobgoblin's chagrin. The party discusses the night's events as the hobgoblin slowly bleeds to death, the party taking the amulet beneath his armor and identifying it as a teleportation amulet for one person. Ticking Clock, whose axebeak was killed in the fight, summons a tiger from his bag of tricks who proceeds to devour the corpse of the hobgoblin. The night's excitement at an end, the party returns to bed.

The next day, fully rested, the party heads for the stables and retrieves their horses. Saje finds her horse thankfully returned to the stables but sporting a flesh wound on its thigh. Ophinora heals the creature, with thanks from Saje, and the party mounts up. Before they leave they are hailed by a city guard who informs them that the hobgoblins have begun patrolling outside the town's borders. The party leaves, with Ophinora using her newly acquired magic harp to cause a heavy rainstorm, masking their movements. With only a single clash, which the party successfully escaped from, they continue on before the point of exhaustion to find a glade of trees, and camp out for the night within the tallest central oak.

Within an hour, Ophinora wakes to find a band of goblinoids headed for the glade. Waking her fellow party members as the band sets camp for the night in the glade, the two rogues decide on a coup de grace, with Saje casting a fog cloud spell to mask their movements. With the hobgoblin leaders sleeping beneath the central oak, Ticking Clock and Saje pilfer their pockets for more of the amulets from before, finding one on the leader. They proceed to kill each hobgoblin by slitting their throats and piercing their temples. Heading back up into the tree, Ticking Clock summons a dire weasel who proceeds to devour the hobgoblins, waking the goblins burrowed in the surrounding trees who flee at the sight. The rest of the night passes uneventfully, and the party returns to sleep, ending the session.

The day is 16th of Market, PI 53.

The Second Death of Lady Elrenna
The Party dispatches the banshee Lady Elrenna.

The party stands within the elven tomb within the dead forests west of Wakefield, three specters dead by their hand. Saje, the half-elven rogue, collapses against a wall, pale and sickly with drooping eyes and a clamminess to her skin. The bard Ophinora rushes over and checks on her, deciding through her knowledge of the arcane that Saje is suffering from a soul sickness after the specters used their leeching touch to momentarily separate her soul from her body. Leaving their rogue to rest, the group investigates the rest of the tomb.

A few minutes pass before Saje has fallen into unconsciousness. A few minutes more, and her head lifts and her colorless, empty eyes open. She speaks, her voice overlayed with an ethereal sound outside of the mortal realm. "You have disturbed my tomb. A piece of me is missing. Give it back." The party questions further, revealing the spirit possessing Saje to be none other than Lady Elrenna, ruler over the forests around them centuries before, as well as the fact that the hobgoblin corpse laying upon the floor of the tomb held the "Piece" of her that was missing – A medallion of the Bastion of Dergomal, holding a single soul gem in its center. Little more is decided as the banshee fails in tricking the party to return the piece to her with deceptions of safety.

The party refuses to take the bait, and a fight ensues, with the banshee's form rising from her sarcophagus at the far end of the tomb as the tomb's doors slam and seal shut. The battle lasts mere moments, with her necrotic claws wrenching life from the party's bones, and the party using holy oils to combat the undead spirit. The changeling gunslinger Dox is the one to finish Lady Elrenna off with his pistol in her wailing maw and an infused holy bullet piercing through the back of her throat, sending ripples of holy energy that shatter her spirit to the astral winds.

The party lays down to rest for the remainder of the night, with the kenku investigator known for the sound of a Ticking Clock alerting the rest of the group to Saje's awakening. Saje has recovered remarkably well, and the group decides to investigate the banshee's sarcophagus. Breaking a trap set within the lid and prying it open with Ticking Clock's crowbar, the party discovers several pieces of jewelry – Among them a silver ring set with a moonstone, matching the locket they found within Prospector's Watch. To the kenku's knowledge, he remembers the story of a locket, a ring, and a mirror, together unlocking something hidden to the mists of time. The party discovers a false bottom to the sarcophagus, revealing a vault beneath filled with thousands of coins and several useful magical items.

As the party readies to leave, an elven ranger by the name of Lelantis has heard the wailing of the banshee from miles away, and left to investigate. Arriving upon the closed tomb with a cemetery filled with scattered elven bones and opened graves, her attempts to enter the tomb. After a short discussion across the heavily closed doors, the party manages to open them, speak with the elven ranger, and leave for town once more, joined by Lelantis.

As the party leaves the forest, they are ambushed at the tree line – A group of goblins with a hobgoblin at their head with similar gear to the two hobgoblins they've already found. The hobgoblin accuses the party of murdering both the hobgoblin at the tower, and the hobgoblin at the tomb. The bard attempts to talk down the hobgoblin as the goblins around him take aim with their bows at the various members of the party. The discussion becomes heated, with the hobgoblin demanding both the medallion that held the soul gem from the hobgoblin within the tomb, and a magical harp that the bard had found within the vault beneath it. She refuses, and a fight breaks out. The party dispatches the hobgoblin easily, as well as one goblin scout, and the four remaining goblins flee in separate directions. The party is left with little choice but to return to town with the news.

The party returns to town after midnight, heading to the Hungry Badger and informing the innkeeper there, Cailyn, also a member of the council, that the undead problem had been solved. They are given free room and board for the night until they are able to report to council head Abeth. Before heading to bed, the bard Ophinora attempts to find some company for the night, failing miserably with a young guardsman who suspects she is trying to pick his pocket. She returns to the inn alone and defeated as the rest of the party rests comfortably in their own rooms.

The Story so Far
A brief overview of what's happened thus far in the campaign!

When Last We Left Our Heroes

The story so far has left our heroes within an ancient elven crypt, facing off against three powerful specters, with one party member on her last legs as a specter drains her of her life force. To get here, the party had already met up at the stereotypical inn, cleansed a dungeon of it goblin denizens, and saved a town from a skeletal attack.

To begin, we come upon our first adventurer – A changeling by the name of Dox. Dressed in midnight black, the young man sits quietly at the bar of an inn, in the town of Waekefield. Settled down with a pint of ale, the man hears a ruckus outside that follows up to the door of the quiet inn, before it enters with a grumble. A dragonborn, a rare sight in the lands of Vennar, walks in quietly but not inconspicuously – The scaled man is geared in the armor of a paladin, his holy symbol apparent on his chest. The large creature sits beside Dox, and not long after the few discover they already know each other. Dox had once worked with the dragonborn and his partner, a lizardman that Dox had lost in the forest to the east. Before long, the two had overheard talk of missing cattle from the farms to the east, the talk exacerbated by a young half-elf woman who bribed out further information with drink and sweet words. Before long, the young woman had left for the bounty board, followed not far behind by the two men. Meeting at the board, the three agreed to work together to find the missing cattle, take care of a bounty on goblin heads, and returned back to town for the money. They also learned the name of the young rogue – Saje.

They group set off after haggling with a ragged old alchemist for healing potions, and left east for the forests at the foot of a short mountain range. Traveling through the corrupted and dying forests, ever watchful but unmolested, the group came upon a strange, hooded figure that copied their voices. Without much further issue, they brought the figure into their group to go after the bounty, learning from the creature that a group of goblins had taken up refuge in an old watchtower to the south.

Coming upon a bridge over a short river between them and the tower, they stopped and took note of their surroundings. Goblins infested the tower, keeping watch outside and atop the fortifications above. It was clear the old wooden tower that had stood before the Infernal invasion of the land had been fortified with stone in recent days, with crude tools and understanding.

Without much delay save to plan and commit, the group attacked the goblins outside the tower, killing each before they could run inside for back up. Understanding that the calls of the goblins and the sounds of battle would alert those inside, and hurrying to stay out of sight of the archers above, the group moved inside the tower. Bursting in, the group slew the few goblins on the ground floor and shuffled inside. There they found a store room with a modest amount of loot. With a stairwell down and a ladder up, the dragonborn investigated down the stairwell, coming face to face with a swarm of rats kept barely at bay by a simple fire upon the ground, both held within a sizeable earthen basement, recently dug out. Not wanting to take the swarm on alone, he hurried back up to the ground floor to find Dox and the figure, now revealed to be a Kenku named for the sound of a Ticking Clock, hurrying up to the next floor of the tower, and taking care of further goblins and a few giant rats.

Struggling with a trap door, Dox and Kenku failed to budge what the dragonborn simply walked up to and smacked open. Soon enough, the group was up upon the third and final floor of the tower, face-to-face with several goblin archers atop the fortifications of the tower. Ending the fight swiftly, the group took note of their surroundings, scavenged what valuables they could from the goblin corpses, and took the ears of each goblin they'd killed thus far before heading down below.

Dox led the group down to the basement, told of its contents by the paladin. Taking on the swarm of rats with his revealed arcane gunslinging abilities, the swarm of rats was quickly reduced to much smaller numbers, though the changeling himself was harmed with the final blast, miscalculating the range at which he'd been shooting. The group met up down below, and cleared out the room before moving on to the next.

The group found two more goblins, these ones well-armed and armored, and militarily trained. The two veteran goblins put up a fight, and the group took quite the beating, but in the end the party came out victorious over the two enemies and collected themselves before heading down the finally stairway of the basement below the tower.

Finally, the party came upon a sizeable library, built of stone and proper materials rather than the dug out, earthen tunnels of the basement above. In the corner opposite the stairway, surrounded by book shelves and standing above a ritual circle, was a hobgoblin clad in scaled armor with a greatsword upon his back, chanting words in a language unknown to the party. A great battle ensued, with the paladin falling unconscious from a blow across the left side of his face with the hobgoblin's greatsword. Right before the goblinoid warrior could end the life of the young Saje, the kenku inquisitive pierced the warrior's back with his rapier, and Dox shot out the head of the fiend, the Hobgoblin crumpling to the ground before them.

With a little investigation, Ticking Clock discovered a secret doorway at the bottom of the stairs along the wall, and upon finding the book that was keyed to the doorway, the party found within a small chamber holding piles of gold, silver, and copper, left over from the prospectors that once called the tower their own. Among the riches within, the party also found a silver locket – Locked by some magic, but beautiful and set with a single moonstone gem.

The party healed their newly scarred paladin and returned to town with their riches, goblin ears, and the remains of the hobgoblin's head. Upon their return, however, they found the town had been attacked by a force of undead, nearly all skeletal in nature. Finding their way to the council building, they turned in their ears for the bounty, gained further reward from the hobgoblin leader's head, and gained a new quest from the council head – Abeth Daleheart. They were charged with discovering the source of the undead force, and ending whatever caused the attack. The group agreed, in exchange for monetary gain and free room and board at any inn within the town's borders.

The next morning, after having slept at the the same inn for the night, the group began preparing for the fight ahead of them. Once they'd left the inn, however, shouts and cries brought them up short just in time to notice two horses running straight for them, and a group of animated skeletons attacking a farmer's wagon. Taking quick action, Dox grabbed the reigns of one fleeing horse, reigning her in and charging back towards the wagon. Saje, meanwhile, had snuck back to the wagon while Dox was busy, and had successfully attacked a skeleton from the shadows, injuring it greatly before Dox galloped back and shot it through the skull. Together, the two adventurers took at the group of skeletons and saved the town from further harm at their hands.

The group continued on, preparing for their journey. Dox purchased holy oil, Saje sharpened her weapons, and Ticking Clock prepared his own equipment at the inn. The dragonborn paladin split from the group, deciding to stay in the town and take care of the injured from the attack the day before. With their preparations set, the group agreed to travel through the night, so they might come upon their quarry in the morning, and patrolled the borders of the town through the day, taking out several groups of skeletal warriors in that time.

Before leaving, the group hired their own horses and ponies, traveling out from the town and heading to the west, towards rumors of an ancient elven cemetery deep in the corrupted forests. On their way the group came upon a half-elven woman, dressed in the clothes of a bard with a drum and lute, riding upon her own horse towards town. After introductions and a quick discussion, the bard, named Ophinara, decided to join them and the party made their way west once again.

Encountering some resistance in the form of further skeletal warriors, the party came upon the cemetery of the elves. The walled in cemetery was indeed ancient, at least a few centuries old, and the gates had been broken inwards. Inside the cemetery, the party could see dozens of more skeletal warriors, each wielding weaponry older than any they'd seen, with the occasional member of the horde wandering out of the cemetery and heading out of the confines of the surrounding glade. With the sun newly risen, the party hurried towards the entrance of the cemetery, and headed in – At first, only the first few skeletal warriors nearest the gate had noticed them, before before long with the sounds of battle raging on, the rest of the horde took notice and hurried towards them. Dox stayed to fight as the rest of the party circled 'round to the side of the cemetery holding a large crypt, Dox making use of his skills and shooting out large explosions to reduce the undead numbers. As he saw the rest of his party jump the fence, and as the undead began to pile up and block their own numbers in the gateway, Dox used the opportunity to escape and followed the rest of his fellows, jumping the fence near the crypt.

The party then found themselves near the doors of the elven crypt, which were stuck shut. Using a crowbar and combined muscle of the group, the doors were unstuck and opened inward, without the rush of stagnant air so normal with unopened tombs. It became clear why quite soon, as through the misty interior they soon found the body of another hobgoblin warrior, pale faced and very very dead, bleeding from the ears. Ticking Clock looked over the corpse and, disturbing the body, removed something from it. Before the rest of the party could stop him, a wail erupted from within the crypt, and soon three specters rose from the sarcophagi along the walls and set upon the party. The party fought back, and Saje was heavily injured by the grasp of a specter, her life force being stolen from her very being before the session came to a close.

The next installment is soon to come, and hopefully will see the death of the specters and further clues about the dead hobgoblin, the elven cemetery, and the skeletal warriors.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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