Talos' Privateers

Journey to the Horizon

Un-sticking the Estimated Prophet from where it was grounded in Lake Calamity was straightforward: the crew used oars to guide the ship while the druid Wild, in whale form, pushed the boat off of the strange piece of castle-shaped coral mid-lake.

Less straightforward was dealing with the three-headed alligator/plesiosaurus that attacked: Kurza was badly chewn up; Wild, in whale form, was gnawed on… basically it started with a bunch of mouths full of sharp teeth then it grew more mouths.

  • Quick thinking on the part of Styx prevented Gabro from drowning
  • Arrows from Merrik saved Kurza from the jaws of death
  • A great deal of lightning was thrown that struck nothing
  • A cannon was fired, to little effect
  • Garrett the Wizard shot the beast's "chocolate deathstar" right in the "exhaust port"

Ultimately the party fled. 

Janys the Phoenix returned, chattering excitedly about having been shot at by someone at Horizon. She was unable to deliver the 2nd note to the Archmage.

Arriving in Horizon, the party was met at the docks by a contingent of wizards representing all three wizard schools. It seems they had heard of the Estimated Prophet, and excitedly asked if Garrett was on board. The Obsidian Child denied knowing any such person, even when the wizards insisted that they had heard he was aboard the ship.
The party then split at the docks, with Garrett remaining on the ship for "wizard stuff", unaware that a gaggle of magic users were on shore excitedly asking after him. Styx, the Obsidian Child, Merrik Frost, Kurza, and Wild heading in to meet the Archmage… who, it turns out, was not expecting their arrival. After some negotiation, it was granted that a short meeting with the Archmage would be permitted while he broke for a meal; the Eye of the Stone Thief would have to remain in a magically shielded warehouse. At this point, much to the confusion of everybody, Wild suggested summoning the Stone Thief and allowing it to devour her. 

Ever-grim Kurza,  the phoenix Janys and the Obsidian  Child (plus Wild, in Snake form, dreaming of a twisting, hungry, insane serpent deep below the earth) and two red shirt crew members stayed with the Eye. In short order, the warehouse grew uncomfortably quiet and nearly a dozen men attacked. The Obsidian Child was shocked to learn some property of the chamber blocked him from accessing sorcerous magic… but Kurza's work is done with muscle and steel. With help from Janys, Kurza Brutally butchered the would-be-thieves to a man, then scalped all 9 of them before stuffing their bodies in the corner of the warehouse. Meanwhile, the Obsidian Child stuffed his pockets with as much precious jewelry as he could find.

Upstairs, Merrik and Styx quickly began to suspect that something was amiss with the Archmage: His Wisdom seemed absent-minded and pre-occupied, and showed little concern when he learned at least two of the magical wards holding the Lich King  imprisoned were broken. Though they filled him on the conspiracy, he… didn't seem to care. His assistant, Verrik, continually interrupted the Merrik and Styx until Merrik flipped his lid and put a knife to his throat. As Merrik began to forcefully strip him (abused becoming abuser?) guards were called in.
A lot happened quickly: Merrik yelled that he found a mark of the Lich King, Ruby Guards shot him with electric crossbow bolts, Talos yelled at Styx to unleash Irving the Sack Goblin and push the Archmage out the window. Styx elected to tackle him.

Irving the Goblin's unexpected and enormous ferocity bought Merrik a few precious moments to stagger across the room and spill out the window after His Wisdom and the First of Talos.
Thanks to timey-wimey wizard bends (the Archmage, still dazed, seemed to follow instructions fairly clearly) the party was re-united, and moved magically and posthaste to the docks.

Inside the crate, Wild transformed into a badger, frantically digging through the earth until she reached the Eye. As she touched it,  it awoke, shedding the box and dirt effortlessly. The Stone Thief saw where it was. Wrestling the giant emerald free from Wild and scrambling onto the Estimated Prophet, the crew screamed to the Archmage to call winds to blow them out to sea, to create illusionary ships to confuse the monster…

Black Glass Skull emerged from the bay, now a living thing. Opening its mouth, the Skull crunched and gnawed and devoured the magical, shape-shifting docks of Horizon.  As the Estimated Prophet skipped across waves and hurtled out to Sea, their last impression of the archmage was of a pudgy, lost looking man standing on shore watching the great pate of Black Glass Skull slip back beneath the waves.



The Golden Citadel

From Garados' notes, the adventurers learned  that the Eye of the Stone Thief was located in the vaults of the Golden Citadel. Styx, Kurza, Merrik Frost, plus the Obsidian Child and his young phoenix Janys boarded the Estimated Prophet and headed along the Demon Coast.

They docked at the closest port, Black Glass Skull. One of the 88 magical wards that keep the Lich King imprisoned, the fortress was a literal black glass skull. Docking was prohibitively expensive, not only because of the treacherous terrain surround the fortress, but because its proximity to the Golden Citadel make currenly practically useless.

Highlights INSIDE Black Glass Skull included gambling and fraud, giving dangerous drugs to a child, diarrhea, a magic diorama, pick pocketing, ransom, kidnapping, more cultists, and the eventual confirmation of underground tunnels.

Trolls were met, demons encountered, unusual storms rocked the magically calmed Midland Sea, explosives failed to open doors; promises made to fetch the Blade of the Betrayer ended up being broken. A key to the vault was discovered: the enigmatic story-keeper of the Koru, Wild.

After descending a chasm, fighting an abomination, burning giant spiders to death, descending a further shaft, a 3' x 3' emerald with a unknowable number of brilliant facets. 

Upon reaching the surface, the Eye seemed to awaken and see the world around it. By the time the divided party re-united on the deck of the Estimated Prophet, the landscape around Black Glass Skull shook and rattled and thundered. The earth churned, then swirled around the structure like a whirlpool… and Black Glass Skull sunk below the surface.

The Stone Thief took it.

Shadows Over Eldolan

The adventurers foiled  a would-be kidnapper, saving an infant from a terrible fate.

The scheme was brazen, involving the coordinated release of the living dead into a crowded market place to create a distraction during a high noon snatch-and-run. Before the kidnapper had cleared the square, he had been feathered with arrows and then dragged free of the melee before he could escape or be devoured. Under interrogation, the kidnapper revealed he had been paid in a harmful, addictive herb called Dreamweed to do the snatch. 

Some bodies were identified by the Sisters of Mercy, a charitable group that feeds the poor in Eldolan. Tying the hired thug and the zombie corpses to poor folk from the Warrens who had lately been using a deadly herb led to  tracking the dealer of the Dreamweed.

Because of some confusion about the Obsidian Child's identity, and a mysterious Drow named Aeorta, the heroes tricked "The DreamWeaver" into revealing details of a wide-reaching corpse-thieving ring.

Aeorta was collecting fresh bodies for a Lich King contact; the dead in the midday marketplace were just a fraction of the re-animated arsenal… Countless were hid in tunnels below the city  and in the crypts. Meanwhile,  on the side, Aorta was selling the corpses to a fringe cult dedicated to the worship of a Succubus in a living dungeon known as the Mother. Leads tying the upper echelons of the conspiracy to the procurement of bodies were designed to follow the false trail to the Mother. Without hard proof of who Aeorta was working with, the trail would have gone cold.

The lynch-pin of the case against Aeorta was his bag-man Paulos, who had been broken, linded and had his tongue removed before being sold to slavers. Alive and mute his secrets would have been safe from investigators, and safe from the Lich King… for a time.

Paulos was tracked to a slave ship, the Glass Anchor. After the Obsidian Child fearlessly boarded the ship, causing a bloody battle on its decks in the harbor midafternoon, the Child laid claim to the ship as his own. 

When the town's guard appeared, Merrik Frost took a major diplomatic gamble and revealed the details of the Lich King plot to the captain of the guard. The risk paid off, and the captain was able to rally un-corrupted guardsmen in time to prevent a midnight mutiny. The ship was cleaned, the captive crew released. Many of them, so taken by the strange twinkling child and his unlikely companions, chose to remain aboard the ship and start new lives as free men and privateers.

Kurza donned the bloody leather-and-mail armour of the pirate captain, a whirling dervish who stunk of evil and depravity.

Although the do-gooders failed to interrupt the Cult of the Mother's summoning ritual, they were able to interrupt whatever the hell was going on as a result of that summoning, butchering the cultists, killing an invisible infernal guardian, and finally finding substantial evidence to link Garados to the Lich King: dark books on summoning demons, living dungeons, and ancient monsters.

Armed with testimony from Aeorta, Paulos, and evidence from the cultists, emboldened with the official approval from the mayor, the adventurers confronted Garados and halted the destruction of a powerful magical ward. Even Garados' attempt to escape justice and enact further chaos with suicide magic were halted… Apparently it takes a long time for someone to die from a gushing neck wound.

The Lich King's forces were routed largely before they emerged: mutiny thwarted, conspiracy to darken the city mitigated by thousands of citizens with torches, the dead sealed in vaults belowgrounds, the most powerful wizards apprehended or killed, and a brief and bloody battle on the docks won by hardy sailors and dwarven dock workers.


Learning that Garados had sought a powerful magical relic to advance the Lich King's agenda, they adventurers set out to secure it before the forces of the One-Eyed Lord could find it.


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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.