Greyhawk - Azure to Zeif

A Desperate Battle
Danger at Dunwater

Heroes are Born!

The Auqua Alliance, as they called themselves, asked for and got the help of the surface dwellers of Saltmarsh. The Council had decided, unanimously, to make a preemptive strike against the sahaugan enclave at their lair (the old Lizardman lair). The battle was fierce, and much of it was underwater. That battle was primarily dealt with by the Sea Elves, Merfolk and Locatha. The surface was left to the heroes and a contingent of marines lead by two Clerics of Beory. The heroes and marines assaulted the lair with battering ram and spear. If it was not for the heroic effort of a brave teenage druid named Solstice, an intelligent and very vicious great white shark may have spelled the end for many! Solstice, with the blessings of Beory, was able to defeat the shark single-handedly! Truly a deed to be told around the cook fires of many. The other heroes, along with 30 marines, lead the assault on the sea-devils stronghold. It was hard-fought, but in the end the forces of good were victorious over the evil sea-devils!

The battles were not without loss, sadly. Two heroes, not even members of Saltmarsh, died during the battle. Carrie-Ann, devout Cleric of Beory fell, as did Evan Bloodchip, dwarven berzerker. Two other members of the party were stuck down, but didn’t die. They were taken to be sacrificed…however, fate smiled on them and the attack from the Aqua Alliance saved them.

Now, after the battle, wounds will heal, new friendships are forming between the fair people of Saltmarsh and the Sea Elves who live but a stone’s throw from the port town. And, most importantly, a group of stalwart heroes is born. Word of their deeds and the sacrifices they made in coin, blood, and lives is on the lips of everyone in Saltmarsh. No doubt that the sailors will take these tales with them when they set sail…who, or what, may hear of these heroes is yet to be known…

Other creatures homes

The masters of Saltmarsh have come up with a plan. It seems like they are worried by the pirates and the seeming association with lizard men and gnolls. They have asked us to look into it. Perhaps go to where the pirates were supposed to go to deliver weapons to the lizard men.

We took care of some business in the area of Saltmarsh, and caught a boat south to the rendezvous point we found on the pirate ship. From there we found some lizard tracks leading into the swampy hills, where we found a door. It seemed promising so we went in and found some lizard men. The fight was difficult, and we found much that was troubling, so we went on. The complex seemed large and might have been made by lizard men, but not likely. We traveled through empty rooms and corridors finally meeting an aged scholarly lizard man who attempted to speak with us.

That was when the other lizard men arrived. They seemed to think we were with some group of sahuagin. When we gave a general idea of who we were and where we came from they demanded we surrender. Not only that we surrender but that we give them gold so we could surrender and live. Bandits are easy to spot, especially for adventures. bandits of other cultures plotting against human settlements, well we didn’t surrender.

They were stronger than expected. For a while we held our own but when our small numbers began to dwindle we had lost. Our mission was to find information and report back. If we all died here, it would be a complete failure, we all attempted to escape. I tried to fly away quickly, and was struck down, so I moved on to being in a crowd. As one of many lizards I was able to make my escape.

Troubled Waters

As the last drops of blood flowed from the last living pirate, our chance to question them ended. We searched the bodies and went cabin by cabin over the ship again. We found the equipment of the oceanus, we found a stash of weapons. We located a number of books and papers, some objects of value, and a couple gold and some rot grubs in the bilge.

We took the evening to rest, relax and heal. I aided some of the adventurers with the power of nature. It was a quiet night but unlike a night on land. The movement was strange but somewhat soothing, the waves rocking the ship like a mother rocking her child to sleep. No animals made sounds near the boat creating an eerie calm, with the creaking of the manmade ship creating its own refrain in the dark. As I looked out over the water I found a new awe in nature. Far behind the ship the cliffs jutted darkly from the sea, but everywhere else was darkness punctuated by stars. It was strange and unlike anywhere I had been upon the land. This was a perspective of nature I had never considered. Perhaps there was a place for knowledge of the seas in the understanding of the nature of the Oerth Mother.

But the morning came and we packed up our gear, leaving much upon the ship. After making sure the anchor and supplies were secure we went back to the skiff Skiff.JPG. It was a quick row around the ship and back towards land. All went well until we got nearer the shore. Waves pushed the skiff towards the rocks and swirled around the outcroppings. Valiently we battled the waters but the inexperience and danger were too great, and the boat capsizes throwing all into the churning sea.

Druids are gifted with a special connection to nature. We can even borrow its many forms to enhance our understanding and service to the great mother. As I went into the sea I took the form of a large salt water crocodile like those I had seen in the Hool marshes. It enabled me to swim and navigater the waters with ease. I righted the skiff and found one of my new companions sinking into the depths. But after making sure everyone was once again safely on the skiff I traveled alongside it until it reached shore.

We found a dry place to get a meal and were met by a member of the town council. Galson Merrick mentioned something about the towns interest in our recent excursion to the ship and the others to the haunted mansion. Everyone wanted to head back there after we ate so the councillor said he would be in touch then left.

I went off to find Janessa, and after telling her what had occurred I borrowed one of her family carts and traveled to meet up with the others at the mansion. Delving into its depths we found some undead and vanquished them, revealing the previous owners body. He was apparently some kind of alchemist and had died, presumably trying to tamper with the natural order.

So we carted all the loot back to the inn and sold some booze to the innkeeper, split up our money and went off to bed. I returned to the Woods just west of town and rested there with Janessa. The next morning I rose with the sun and returned to the place the others were staying. A young human came to us while we ate morning repast and invited us to an evening meeting of the town council. It turned out to be more like some kind of dinner party but we met the councilors of Saltmarsh and get to eat some of their food. We told them the details of what we did and found, and gave them the information we found on the pirates ship. They agreed to discuss the situation and get back to us.

Ship of fools
End to the pirates

It wasn’t long before a group of likely sailors boarded the rowboat. Just as quickly it became apparent they were not sailors and had never been on a boat in their lives. As they bobed and flailed about with the oars they even kept themselves clad in heavy metal armor. It is a small wonder that they finally made it to a ship farther out in the sea. They hopped aboard the mesh ladder on the side on the ship.

That moved the rowboat further away from the ship, far too far for me to make the jump as a mouse. Of course I could change into something else and get onto the boat, but that would mean I could no longer change and would be unable to escape and still I had no idea what was going on.

I heard commotion above but was unable to make it onto the ship until the rowboat bumped against the chain of the ships anchor. I quickly dragged the rope through the chain and ran up to see a strange situation. One of the people that had rowed to the ship was lying wounded on the deck and others were acting against two more coming up from below deck. It was a battle.

Once side were obviously pirates, so I acted to assist the ones who had rowed across with me. Most likely they were adventurers, possibly sent from Saltmarch to deal with the pirates. Using the magics of the earth and moon I was able to turn the tide on the seamen.

After the battle we found another companion who was wounded and left below deck. They seem a cutthroat and rough bunch but perhaps they can do some good. After searching the ship we found much, including an oceanus who had been captured by the pirates. He left the ship before he could provide any information about the pirates, who had all been slain my the adventuers.

We got what information we could and then rested for the night. The next morning we got back into the rowboat and headed back to the sea cave we came from.

Fall of Justice
Pirate Scourge

The ships deck had been cleared. I went directly to find further pirates. Most think of them as romantic sea rogues, warriors of the sea. They are scum, murderers and thieves. They more than most deserve to be brought low for their crimes.

We found the captain in his cabin and brought him low. He was weaker than expected. But there must be more pirates about so quickly I was off with holy purpose. I found a group in the hold and attacke the leader. I battled past many swords and left my fair share of blood on the deck. Then I reached their leader and struck him a mighty blow. It was then I felt the many swords behind me pierce deep into my flesh.

Things grew dark then and I found myself in a strange place, the afterlife. It was with a smile I entered my final reward, I had died doing my holy duty.

The 'Haunted House'

So we roll into this sleepy little fishing village. Not much evil here more than likely. The innkeepers son tells us of a “Haunted House” on the edge of town. I could just punch him in his smarmy little face. Like we would care about a haunted house. Nobody has died, it isn’t hurting anyone and all they say is that is is ‘scary’ and sometimes they see lights, allegedly.

Load of crap if you ask me, no evil there. but the group are like dogs with a bone. So they jump up and run out, I think I saw drool.

Later the innkeeper comes to me and says he suspects Pirates are using the old mansion as a hideout. He has no evidence and has never seen any pirates, so they must be there, cause wherever you don’t see pirates, that’s where they are goes his logic. Well at least it is more plausible than a haunted house that never haunts anyone, so I head out to tell the group of the new information.

As expected not a single sign of haunting, there are some bugs and a long dead guy upstairs, but no ghosts or undead. There is a curious magic mouth saying don’t go into the wine cellar. So obviously there is something going on downstairs. and there we find pirates. Maybe not the biggest evil ever, but evil none the less, they victimize others and so now will become victims of justice and vengeance.

We take the round about rout to their ship so they won’t see us coming, it works and we make our way on board without being noticed.

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