Sepent's Skull

Setting up Camp

Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. It took about an hour to set up camp due to the party’s brawler being a bad ass survivalist.

Once a campsite is established, it provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character
must spend the entire day pursuing the roll.

The party currently has 1. Guard 2. Entertainers 1Medic and 1 Hunter

Defender: A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.

Entertainer: An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).

Hunter: Each hunter provides enough food and water for eight Medium creatures per day.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.

Taking Stock

Once the hungry sea scorpions are defeated and the party awakes, they can took stock of their surroundings.

“What happened?” Each PC’s last clear memory is of sitting down to dinner aboard the Jenivere. After that, there’s nothing but a confusing jumble of images, remembered as if in a dream—feelings of nausea, panic, fear, an drowning. The logical conclusion is that the Jenivere sank or wrecked, and the PCs washed up on the shore—although they’re not particularly wet, and someone stacked their gear in a pile for them.

“Where is the Jenivere?” It only took a few moments of scanning the northern vista to spot a familiar looking ship. This is the Jenivere, listing to port, partially submerged, and with her hull a gaping ruin as she leans against a jagged cliff side among several sharp rocks.

“Who are these other people?” The five NPCs who remain unconscious during the initial fight against the sea scorpions awoke soon after the fight ends. One other passenger, the Varisian scholar Ieana, is missing, as are all of the ship’s crew besides the one member in the party.

The Boarding of The Jenivere

The Sargavan merchant vessel Jenivere was one of many that make the yearly voyage along the western coasts of Avistan and northern Garund. Its trade route ran from the Sargavan capital city of Eleder all the way up to Magnimar in Varisia, and then back south again. The trip was 3,400 miles long and took just over a hundred days one way. Yet despite its length and sometimes dangerous peril, it was also a trip filled with opportunity for profit. The Jenivere’s ports of call included (from north to south) Magnimar, Kintargo, Pezzack, Corentyn, Ilizmagorti, Ollo, Quent, Port Peril, Bloodcove, Senghor, and finally Eleder—it was at these cities that the PCs boarded the ship.

One of the Jenivere’s passengers appeared to be a plain-looking Varisian scholar named Ieana. Although friendly enough, Ieana mostly kept to herself, and whispers among the crew variously claimed that she was really a Chelish agent, the actual owner of the Jenivere, or even Captain Alizandru Kovack’s secret lover.

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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