Court of Two Oaks

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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Session 1- Mad Elk

Session 1-

The intrepid heroes set out, each with their own reasons to travel to the Spire Forest. Though once an important and sacred forest, it served as a conduit to a plane of nature. Now, it is slowly being corrupted, as is the conduit.

Each of the heroes in turn found a reason to venture deep within the forest to find the source of the withering, and each found at once the first clue. A mad elk, afflicted with a wasting disease, trampled into a clearing and towards them even as they saw each other emerge.

Destiny was with them from then on, as they defeated the elk, and agreed to work together, tracking the destruction caused by the elk. It led them to find a small fairy by the name of Karinda, and eventually to a hag and ogre that had caused some of the mayhem. A paladin had also been there to bring the monsters to task. The heroes all joined forces to bring the monsters to a swift and final justice.

Gathering their wits and clues, the newly formed group found a nearby town to find some rest. They also found the presence of a dark and evil fey creature known as Count Vaygor that taunted them, abducting the mayor, and daring them to come looking for him.

Now mired in the spire forest, the heroes arrived at the small halfling town simply known as Arville. Here they prepared to continue searching for the source of disease and destruction that was afflicting the forest.

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Session 2- Black Swords and Green Dragons

Session 2-
At the town, they were confronted by a strange being known as Count Vaygor, who taunted them, and abducted the mayor before disappearing, and provoked the group into following him.

The group went quickly to find the mayor, finding a pixie in sorrow while en route to the troubled town leader. The pixie introduced herself as Karinda. She explained that she was in search of the Ruli, a Seelie princess, who is also held by Vaygor.

Once they continued on their route, they encountered a group of goat men that possessed a single black sword. The sword appeared capable of bringing a slow ruin to the forest, so the goat men were quickly dispatched, and the group pressed forward to find Vaygor and mayor Tompkins.

Finding an unseelie town by the name of Kinfar, the group quickly found the Dutchess Marda, the leader of Kinfar. After much deliberation, she discovered that she could help the group achieve their goal, and depose Vaygor.

Upon reaching an agreement, Mayor Tompkins was returned, apparently left with the Dutchess for safekeeping, and perhaps as bait to provoke a fight. The dutchess has promised a lot of money for the group if they can achieve their goal.

But just as they were given the sack that contained the Mayor, a green dragon soared overhead, and the sounds of battle filled the streets.

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Session 3- A River, A Rumple, and a Redoubt

The group sets out to find Vaygor and make him answer for his crimes, but is beset by an attack group sent to attack Kinfar. Defeating the skeletons and giant scorpion, the group presses on towards the lair of the Mold Drake, the dragon apparently under the control of Vaygor.

En route to the Mold Drake, the group found a woman walking into the water. As it happens, the woman turned out to be a kelpie that set a trap for the group, attacking along with an enslaved elasmosaurus. The group was victorious, and bound the kelpie to a contract that made the creature have to leave the region. The elasmosaurus was freed, but subsequently hurt, causing it to flee.

As the group forged on, they heard a drumming in the distance, and discovered that it belonged to a strange fey creature known as a Rumple. The creature was attempting to use its storytold slaves to ritually attune the area to the unseelie courts. Bound by honor and Kalindra’s duty to the seelie courts, the group outsmarted the Rumple, and took the node, re-attuning it to a seelie aspect. In addition, the rumple left a number of golden orbs that were then used to free a handful of the Rumple’s soul slaves.

The group repelled another attack by an Otyugh, apparently sent by Vaygor to stop the ritual, but were able to defeat it and keep the node intact. The next order of business would then be to attend to the freed soul slaves as they started to regain their sense.

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