Rogue Gamers - D&D 5e game

The orphan adventure

Abbot was busy so we decided to send Elaine on an adventure.

Orphan adventure 

Dressed Emma as an orphan to get info from children. Wrenbria had been befriending all the children as we played, so we proba ly had some leverage there. After Elaine got robbed blind by 8 year olds, we learned the following

- we are no longer wanted dead or alive, we are wanted alive for treason with the promise of a reward.

-false group was captured

- we are still looking for Teric

Talk with Abbot

-Datk wizard was part of attack on the garrison about a week ago. Everyone at the garrison and caravan killed. Garrison has been reinforced with more troops. This means all of Sells and Ruperts maybe friends are dead. No leads there anymore. 

-Abbot will not tell us about Dark Wizard. He hinted we could not believe who he is working for. 

-Dark wizard is part of the guild trying for the life magic. We decided part of the life magic must be at the garrisson. 

-Duke Gimble is who accused us of treason. 

-The garrison is there to protect us from the dragon. Originally it was simply an outpost. Dragon killed many people in the past. It did some damage to the pass and stopped trade. We still don't think the dragon is real, at least out of character

-never have the guild and baron family butted headsthere have been many infractions against the guild.

-abbot doesn't know about spooky room under the catacombs initiation place. 

-abbot said "life magic helped me find my faith"

-current baron family has it out for us. We must have insulted them personally. This is interference to the vault. We locked them out and have dirt on them.

-house Gimble is the Baron Family.

-a house is nominated to be baron. Last house was booted on a vote of no confidence for allowing the guild to do whatever. Guild was totally breaking the rules though

Goals for next game

-talk to guild master who is imprisoned 

-how to dethrone Gimble family? Some talk of peasant uprising 


We started out at a burned out farm house in the peat country.

3 bodies were found on the upper level.  They were burned badly and months old.

Rupert spotted tracks to a cart or wagon that had stopped just outside the property (Jerrod rolled a 20).

The peat storage was emptied to use as fuel for the fire.  Anything flammable was used.  Everything was gone, even the outhouse.  Only a stone well and a fire pit survived.

Wrenbria, Rupert and Keno found their way into the root cellar.  It looked like there was a struggle down there.  There were some more dead humans who had been there for a bit, a table that was covered in blood and someone who was hanging from the rafters, dead.  Wrenbria and Rupert identified him as Father Bradley from the monastery.  Why he was there, we didn't know at the time, but what was known was that he was one of the few priests strong enough to bring back the dead.  The three who found them set out to dig graves for the dead.

Mattock and I (and later with Rupert and Wrenbria's horse's assistance) searched the well and found three more casualties at the bottom of the well.  Children anchored down by heavy objects.  We cut loose a box tied to one of the children, got it back to the surface and found that it contained silverware.  We fished the children out and buried them with the rest (I think).

We debated as to what we were going to do next, when we noticed Emma was nowhere to be found.  Wrenbria and I waited at the farm in case she came back and Rupert, Mattock and Keno went out to find her.  They found her a ways back on our trail, drinking and singing to herself.  She was clearly upset.

They returned to us and we set off.  We were returning to the abandoned tower that we made our base of operations to retrieve our cart so we could go back, exhume the bodies we just laid to rest and get them back to the monastery for resurrection.  We first stopped for the night and sheltered inside Leomund's Tiny Hut.  The next day, we stopped at what has been dubbed Ring Soup Cavern, the first  goblin warren we discovered.  It was still deserted.

We retrieved our cart, returned to the farm, collected the bodies and returned to the monastery via the teleportation network.  Father Bradley was the first to be brought back.  It was he who was able to shed more light on what had happened.  He explained he was called out to the farm to resurrect someone, and discovered that was true to a certain extent.  The family were captives of the Dark Wizard and he wanted Father Bradley to bring his companion back to life.  The father did so.  Thus Terrak "the Reborn" was brought back, though the father admitted that he seemed off if not crazed because of the experience.  It was he who was responsible for the burning of the home and torture and killing of the people there.

But the father thanked us.  He told us that he had heard the stories of our crimes and was convinced that we didn't do such things.  If we were such people, he figured, we wouldn't have brought him or the family back to be resurrected and at our own cost.

We discussed our next moves and realized we could all use a bath and an actual bed for a change.

Deadbeat wizard baby daddy

Wizard master appears! He uses reveal! It's not very effective…

Wizard master said guild broke the rules. Our party lost all of our stuff in our random item caches we were building up. The guild is under siege from the goverment. Other group is trying to remedy the problem. Wizard will go into more details in the future. We no longer have guild resources. 

There is a group posing as us killing other guild members. 

We have an advantage, Emma is a member of the original founding family. It grants us special privilege. We have access to areas otherwise off limits. Rupert is a member of the founding families. He is the last of that clan. Emma's family was involved in questionable research and sent into other lands. Keno is a double descendant. Mattock is a descendant. Jess and Dell are half brother and sister, also my aunt and uncle, and their father was the wizard master. That means we all have access to areas of the guild we had formerly been banned from. 

It has been unheard of for a full group of descendants to be the champions.

Time does not work like normal in the vault. We have been here 3 days. It has been over a month on the outside. The teleportation circle has been repaired.

Do we destroy the life magic?

3 major things left to do


-dark wizard

-destroy or keep life magic

We ended up deciding to keep the life magic…for now

Clearing the dungeon

Blood room-covered in sigils. When Dell cleaned it with magic in a square, it didn't effect a perfect square like he wanted. Instead the effect showed up spread and scattered on all 4 walls. When he cleaned the floor, it blooper and didn't want to clean off. We decided not to continue investigations in this room.

Pedastal/glowing room-pulsating sparkling orange red pedestal in the middle of room. Dell said it was from the sigils covering the pedestal. The pedestal either draws or gives power, we are unsure of which direction. I think we all stepped on this and gained a feat.

Twisted room-Tossed a coin inside. It converged to the center point and the corners of the room drew closer to the center. The coin disappeared with a pop. We left that room alone after a lengthy discussion about the pros and cons of jumping in.

Twin room-a medical theater with a birth center. A book talking about twins of the same mother and father but different races. High and wood elf. Experiment ended after they were born 200 years ago. 

Cracked room-dropped a rope to check depth. Over 120ft pit in the center. Very dangerous. Left it alone. 

False wall in end cap room near portal- made a hole in false wall. Found jewellers set that was missing pieces. Jacobs sword of the forge was made by the same wizard who made the incomplete magic anvil we found. Anvil was used to make magic items. Someone moved it here and hid it. Sword of the forge is similar to anvil in that it reacts to activate it, but it isn't perfect. Likened to reacting like an incomplete sentence. 

The Vault

So we were sent to this vault to help with an Iron Golem situation (and to eventually deposit the Hand of Madness). This is, apparently, the same golem that Del had a run in with when he was a soldier.

So far, this vault has been full of new creatures to fight. There have been Beholders, Gargoyles, possessed suits of armor, and an enchanted table(?). There haven't been any signs of life for the guild members that should be here,. In fact, it's been very opposite. We've found a plethora of corpses/skeletons. We've managed to search a lot of the facility so far. There is a locked door that leads to the central vault of the facility, we think; and a good amount of doors that are magically enchanted. We haven't tried opening any of these doors because we'd rather clear the location of monsters before potentially falling into a trap. Another interesting thing about this place is the very large room that's imbued with life magic and has large carvings on the wall that are of symbols/languages that we don't understand. We still haven't found the golem, but it's seeming like we're getting close to the physical door of the vaults (we came in via teleportation). So far, no one has actually died. The bard nearly did, but made her throws pretty quickly.

This last session is the one where we fought the suits of armor. There were 2 strong ones and 6 weaker ones. We managed to divide and conquer them; taking care of the 2 strong ones first, then splitting the 6 weaker ones into two groups of three. We left off meeting Mattock back at the room we teleported into, aka base camp.

List of Items
Time for Bartering!

We need to go over things we want to keep and use, store for later, and sell. Here is a list of things I know we have so far. This is not a complete list, but I am getting pretty close. 

Don’t sell

·         Ring of curiosity gives advantage of investigation checks. Once a day Get an epiphany, Treated like a natural roll 20 on investigation check.

·         Book of the sea – Everyone benefits from it.



·         Golden dinnerware set

·         Helmet of Not breathing

·         Ring of acid resistance

·         amulet of proof against detection

·         short sword +1

·         K's ointment. 1d4+1 doses. When used as an action, 2d8+2 hit points, ceases to be poisoned, and cures any disease.

·         Magic Warhammer

·         +1 longsword

·         +1 Crossbow

·         2 potions greater healing

·         2 scrolls of thunder wave

·         scroll of comprehend language

·         scroll of water breathing or water breathing scroll

·         scroll of flesh to stone

·         ion stone of protection

·         drift globe

·         Potion of heroism – one hour after drinking it. 10 hit points. under the bless spell. Steams and bubbles as if boiling.

·         Potion of mind reading- gain the detect minds spell. purple with pink cloud

·         ever burning torch

·         helm of telepathy



·         bundle of rope

·         pair of silver daggers

·         small copper pot

·         bottle of something

·         silver knife

·         obsidian statue of a woman with an eye carved in her chest

Loose gold

·         pouch 1g 12s 16c

·         robed skeleton 13s

·         alter 85 gold

Random mundane

·         2 daggers

·         2 short sword

·         4 spears

·         2 crude wooden shield

·         silver butterfly pendant

·         stuff to make bug armor

·         8 great axes


Most likely to sell

Golden Dinnerware set

Scroll of flesh to stone

Jess' notes, ending at Dec 23rd.
At least one of us keeps good notes...

Adventure Guild used to be some kind of wizards guild that sought after old magics, specifically, immortality. There was a dispute within the guild before the arrival of the dragon that eventually split The Ancient Guild. The dragon's arrival reinforced this. We are not certain what the dispute was or why it was covered up over the generations.

>Several guild leaders have not known the guild origins

the Dark Wizard we continue to encounter (hand writing found on notes early on with ''assignment'' on a felled enemy, pirates and recruiting Ramencon Chris. The "mole' is thought to be the Dark Wizard <—-This thought has changed recently. Out of character. We now know whoever made the pins can specifically scry on us by name, leading us to believe it is the Wizard Master. We are still exploring this new info

>The Dark Wizard is improving his ability to create flesh golems

>Whatever the wizard/other guild is looking for is in "our" realm


The Guard Tower was The Ancient Guild's former headquarters. Chambers are arranged to facilitate energy flow (perhaps related to the Other Guild's ambition to find immortality).

>Chamber magic changes based on what is used. Like, not built for specific purpose

>Orc's attempted to raid tower but guild took extreme measures to protect old magic. Due to limited man power, they were unable to protect the Guard Tower

>Two prior adventurers from a former group like ours. They were found dead in the basement. One was missing his head. 

>Wrenbria's father was a part of a former group. Group's former member sacrificed self to prevent orcs from learning magic from tower. 

>Member decapitated to prevent him from sharing knowledge- "Talk to undead" spell?

>Wagon driver missing hand -decendent of original guild founders and blood necessary for spell…on something?

>Writing on walls resemble book to have been in guild library and believed to be from another region. (reinforces guild from another region)

suspicion of mole originated due to our ambitions continuously being sabotaged…always one step ahead of us. <—-Again, some thoughts have changed on this


I will try and write a full summary that is a little more up to date soon. If someone beats me to it, cool. Less work for me. 

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