Keep on the Borderlands

Session 2: The Orcish Infiltration

Several days had passed since the unsuccessful Orcish attack on the Keep. The town guards were on alert, taking steps to reinforce the weaker walls of the city. Captain Stark sent out a scouting party to monitor Orc activity and try to gauge their numbers. What they discovered surprised him. It seemed that two of the orcish factions, the Black Tongue Tribe and the Wolfclaw Tribe, have been communicating with eachother, possibly forming an alliance against the humans of the Keep.

A plan is devised to infiltrate the enemy ranks by disguising Lance as an Orcish messenger. After intercepting the real messenger, the adventurers find a note revealing the two tribe leaders’ plans of taking out the Human leader, presumably referring to Captain Stark. They decide to take on the identity of the messenger and deliver the letter to Chief Kane in person. The two make their way into the Black Tongue lair. The guards are surgically silenced by Dre, while Lance, disguised as an orc messenger, makes his way deeper into the lair. Dre kills at least 10 of the Orcish warriors, cutting their tongues out as trophies to give to Captain Stark. Lance successfully delivers the letter, arousing no suspicion. The two split ways for a time as Dre escapes from the caves through an underground cave the orcs had used as a toilet.

As a final nail in the Orcish Alliance’s coffin, the two adventurers create a forged response to Chief Orgoth’s letter, which said something to the effect of “Your tribe is weak. You are slowing us down. We don’t need your alliance.” nailed to a pike with the Orcish messenger’s head atop it.

Upon hearing what a success the mission had been, Stark pays the adventurers for the tongues they collected, and offers them positions as Guard Captains, which pays a salary of 20 gold per week, access to to the barracks, and armory.

Current Quests:

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Session 2: Revenge on The Orcs

Several days have passed since you last left the Keep. It’s been fairly quiet since the Orc attack from a few days ago. Sheriff Stark and his guardsmen have just finished reinforcing the wall that the Orcs assaulted. The people have pretty much gone back to business as usual. You’ve spend this time settling into your new home and getting to know the other citizens a little better.

Current Quests:

Quest: Find the missing husband

Adrin has aided a merchant woman whose husband went missing two weeks ago when traveling between the Keep and a nearby city. Unable to fund a rescue mission herself, she sought Adrin’s aid. Adrin seeks out adventurers who might be willing to look for the man. It is said he was captured by goblins (and secretly ransomed to the hobgoblins who have kept him alive).

Quest: Recovering fine weapons

Wilhelm wants you to keep an eye out for weapons and armor he forged. You’ll know them by the Vulcan insignia inscribed on them.

New Quests:

Quest: Orc Tongues

I’ve sent out scouts to those Orc caves to try and gauge their numbers. Turns out, they may be an even bigger threat than I anticipated. There’s two different Orc tribes communicating with eachother.. Sending messengers back and forth between their caves. We haven’t been able to get close enough to intercept one of their messages, but they’re likely coordinating their next attack.

The local orc tribes grow stronger and more wild every day. Stark hopes to hire mercenaries, adventurers, or hunters to thin their numbers. Stark will pay adventurers for each set of ten left orc ears. Reward: 30 GP

Quest: The golden dagger

Back when I was an adventurer, I used to own a dagger made of solid gold. A dwarven weapon, I expect. The most ornate dagger you’ve ever seen. Stole it from a dragon hoard back in my younger days. A trophy from what I consider my finest adventure. Of course, I always planned to pass it down to my son once he’s old enough to wield it. Well to make a long story short, one night I was out there in the wilderness with some other adventurers. It started getting dark so we set up camp. About the time we started to fall asleep, some Orcs ambushed us. We managed to get away, but damn if they didn’t pillage everything of value we had lying around. Anyway, i thought you might be heading into that Orc den down there in the valley. If you happen to come across my dagger, would you mind bringing it back to me? I don’t have a lot to offer in return, but my patrons fill me in on a lot of valuable rumors and information. I think that’s worth something, right?

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Welcome to your campaign!
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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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