BAND OF IRONS

Is that an Orc under that hood?

Kvothe, son of Arliden is going to have to pull himself up onto the wagon due to his short size, he tosses his pack up first and as he’s about to hoist himself up when a large brute of a man, hood pulled over his face, bumps you aside and mounts the wagon. Kvote is used to Humans not seeing him and although originally angered by the man’s rudeness, Kvote smiles as he thinks not being noticed is exactly why I am good at what I do.

Quick Archer (Ganra Mortwog) bumps something as he climbs aboard the wagon, he is clutching a hood to keep it mostly closed about his face and has limited vision. He has a pack on and does not even know what it contains yet he sits clumsily with the pack still on, interested in keeping his hood drawn about his head

Kvothe marks the man who bumped him. That jerk needs to lose something and I feel like I’m the guy who should benefit. Kvote figures on pickpocketing this oaf at sometime during the trip

Ganra has only travelled in his carnival troop’s wagon, or the slavers wagon in which he was caged. After a few minutes he realizes he is not doing what all the other passengers are doing, that is storing their packs under the seat. Keeping one hand on his hood he clumsily slips off his pack

Kvothe sits across form the brute and begins to size him up. He appears to be obviously hiding his face and he must be nervous as he’s sat down with his pack still on, or maybe the pack holds something valuable he thinks.

After a few minutes the brute removes his pack and Kvothe gets a glance at the brute’s face as he nervously looks about. He IS a brute Kvothe notices his ruddy green brown skin and upturned nose, “By Brandobaris!” Kvote is not sure if he said that out loud or just loudly in his head, “That is an ORC!” (Brandobaris is the Halfling god of Thieves)

Ganra pushes his pack underneath the seat and kicking it under with his heel. He feels eyes upon him and notices the Halfling sitting across from him has apparently spied his face and is eyeing him nervously. He pulls his hood tight and averts his gaze to the wagons floor.

Kvohte figures to feign a distraction to the Orc by offering him water, he’d used it a hundred times to pickpocket, bait someone with something and use it as a distraction to rob them. Kvothe offers a skin of water to the Orc and something happens. Kvothe can see that the Orc is scared and clearly hiding and nervous.

There must be something more to this he thinks as the Orc drinks from the water skin Kvothe notices silver hair and Elven features mixed in. Half Orc/Elf would be a difficult predicament. Two races opposed to each other, mixed together? That had to be a rough life.

Kvothe thinks back to his father long ago, treating an Orc with kindness and the lesson learned about judging a book by its cover. The Orc thanks him as Kvothe smiles at him.

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The Caravan Forms
Zero Hour

The morning sun is lighting an overcast sky as the caravan assembles just outside the city wall. The breath of horses and guards puffs out in the morning chill as a light cold mist helps to set the dreariness of the day.

Your character is just arriving in a marshaling area and is asked for proof of your travel or 2 gold pieces. Most of you pay, but a few show documents to guards including a figure wearing a thick woolen cape that he clutches tightly about himself.

MOUNT ABOARD!” Yells one of the guards signaling you to climb aboard the wagons. You look back at Safeton’s city walls and spit, “Good riddance to you” you mutter under your breath, kicking the mud from your boots as you climb on board an open topped wagon, pushing you pack beneath the seat and sitting heavily on the worn wooden seat.

The wagon is boarded first by an attractive female elf (Allison) wearing rugged adventuring gear who sits and opens a book.

Next on board is a a middle aged human (Jon) dressed in a combination of scholarly robes and rugged gear, he sits near the elf and looks her up and down

Two Dwarves climb aboard the first almost regal for a dwarf, in clean looking metal armor (JP) and carrying an axe and shield. The second dwarf is slightly shorter but with a chest even more barrel-like than the first with an even more impressive but wild beard, wearing a breastplate of metal over leather armor and carrying a bow.

HAH,” exclaims the first “A dwarf with a bow? what manner of elf kisser are you?” The second dwarf makes a hand gesture that you know to be an obscene insult of “piss on you family”. Several tense seconds roll by and both dwarves heads roll back as laughter bellows from each and they clasp hands

A Halfling (Jay) tries to climb on board but is bumped by the large man in the woolen cloak (Rob) you saw earlier. The Halfling looks angry for a second then smiles and climbs aboard.

A large man wearing leather and animal skins (Billy) leaps on board followed by a green robed probable druid (Zach) The animal skinned man takes to the seat with the anticipation of a dog to its dinner as the druid slinks to his side face palming at the prospect of sitting across from this barbarian.

Lastly a gruff looking holy man (Terry) and a leather clad man twirling a lute (William) climb on board.

You glance around at the motley collection of fellow travelers, then to the caravan that is assembling around you. Some of the caravan guards are Safeton militia, identified by their blue and white tunics. There are clearly a handful of mercenaries gruff and well armed.

One guard shouts “CASSIOUS? IS CASSIOUS ABOARD?” The Halfling you saw pushed down by the man in the cape yells back at the guard SSUSH, Master Cassious does not need your shouts at this hour of the day." The guard makes a note in a ledger and you think to yourself, that is odd, they did not look like they were together when they came.

You then notice and are disturbed by several of Safeton’s brutal elite guard, the Wasps, who have a large black and yellow striped patch on the chest of their blue and white tunics. They are walking and talking with two woman who are dressed in fine robes. As they draw near you see that the women are beautiful and of Elven lineage…and they are twins.

The women clasp hands and nod at each other, then one spin on her heels and returns toward the city with 2 of her Wasp guards, the other moves forward to one of the nicer covered wagons also escorted by 2 Wasp guards. There is a murmur in your wagon and you hear the name “Markessa” Markessa (twin?)

There are about a dozen wagons in the caravan. Several covered nice wagons up front no doubt containing nobles or other haughty passengers, to the middle there are some cargo wagons, overloaded with trade goods and belongings, and pulling up the rear open topped carts, jammed with passengers and their gear.

Eventually the horse guards yell a cry to get ready to leave, in a few minutes the wheels creak and pull from the mud, the caravan stretches out and begins to head North along the coast road

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Right Before You Leave
Why do you leave Safeton

You decided to get out of Safeton you were almost broke with no real prospects insight.

By Character
Armand Tanzarian, Raif Windgate (Mourning Storm), Toruk ; Safeton is too much for you. It stinks and there is no connection to nature. You miss the trees. You hear of the city of Narwell is open and on the edge of the great forest. Timber harvesting maybe a job doing something related……There is a caravan headed to Narwell. It will head North on the North Bay Road which runs along Wooly Bay. It will stop in Pelgaryn first and then turn west and run along Darmal’s Spill into the small village of Zulern.

Helm Tallstag; Safeton‘s ills have gotten the best of you, before you lapse into your old ways. You’ve heard of a caravan travelling to Pelgaryn, and then to Narwell. Pelgaryn is rumored to be smaller and Narwell in the middle of a forest. You pay for a caravan headed there.

Tiberius Hammersmyth; During a night of drinking and attempting to commune with your god, you realize Safeton sucks, it is time to move on, there’s a caravan headed out of town and that sounds like adventure

Apook,Alynis; Safeton has panned out to be a dead end. The knowledge you are looking for has turned out to be a dead end. You decide to travel to a neighboring town to continue your search.

Quick Archer (Ganra Mortwog) You have been enslaved in Safeties stone quarries for months now

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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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