Fun Time Explorer's Club

Chapter Three: The Fortress Time Forgot - Part 2

Deltron, Rick, Sora, Nuadre and Lawrence de la Torrence took a brief rest before Tief came stumbling out of the woods to join them at the fortress. They found a diary on the body of the orc that detailed his plan to use the legend of the hidden treasure underneath the fortress to bond his bandits to him, but as time went on the orc became obsessed with finding the treasure himself.

The Explorer's found an iron statue of a tree and a dwarf which seemed to represent "Mad" Maxtor Crumplebottoms, the elf enemy. It did not take them long to decipher the cryptic phrase "burn the right log covered in the right blood" that was written on the bronze fire pit and they were able to magically open a door that lead to the secret tomb.

Inside they fought a gargoyle to a standstill, took apart a room full of skeletons, and came face to face with a mechanical version of Maxtor himself. They were each offered to reach into a hole and pull out one of Maxtor's treasures, the most impressive of which was Maxtor's Blade.

Nuadre found out about Maxtor's hate for elves the hard way when she reached in a hole and her hand was severed. The remaining elves and half elves decided not to press their luck.

After that the Explorer's returned to the outside world and continued on their journey to Shallor.

Chapter Three: The Fortress Time Forgot - Part One

Ranger Rick, Deltron Robotnik, Tief Erickson and Sora headed north from Grey Tower and met Lawrence de la Torrence and Nuadre along the way. They were beset by highway men but they worked together, like a team, to convince the bandits that they had superior numbers. They battled the fleeing rogues and were able to subdue and interrogate one of them, Content Not Found: Clarence by name, learning of a fortress in the woods that the thieves were using as a base. They also learned that there were rumors of a treasure below the base.

While the others slept Tief attempted to scout the base by himself, but became horribly lost in the woods. The rest approached by night and Ranger Rick was able to make it inside before the alarm was sounded. They laid waste to the bandits, including their leader, an orc known as Grevance.

What treasure awaits under the keep? What danger lurks in it's bandit infested corners? What loot lies on the bodies of their fallen foes? Tune in next time.

Chapter Two: A Town Called Grey Tower

Ranger Rick the Ranger, Tief Erikksen and Deltron Robotnik met up with Sora on the edge of Grey Tower. At the Inn, The Grey Lady, they learned that kobolds had been sighted nearby recently. They also learned of a dice player who came to town often, by the name of Handrick, who was having quite a streak of luck.

At the crossroads just north of town they met Vayne Hall, who claimed to be waiting for the devil. He told the Explorers that he would give them a magic card if they could procure him a set of loaded dice from Handrick.

The party set out to Handrick's farm where Sora was able to gain entry by showing him a secret scroll. Tief played several games of dice against him – losing badly – but confirming that he was using loaded dice. After Handrick fell asleep that night Sora was able to find his hidden set.

They returned to Vayne and exchanged their dice for his card. After that they returned to the town to warn the Inn keeper that Handrick had been cheating, but they were met by screaming villagers and a battalion of kobolds. They barely survived the attack but were able to kill or drive off maurauders.

The Explorer's were heroes to the town and stayed a few days to lick their wounds before setting off North once again.

Chapter One: A Night at Crymore Mansion
A Night at Crymore Mansion

Ranger Rick the Ranger, Tief Erikksen and Deltron Robotnik were each heading to the small kingdom of Shallor because they had heard that the king had sent out a call for adventurers. It was in the small town of Salang that they happened upon each other while trying to get a room in an overcrowded Inn called the Rusty Barnacle.

The Innkeeper was fully booked and so he offered them the key to an abandoned house he owned just north of town and told them they could stay there. An hour later they found themselves at the gates of the run-down, but still sturdy, Crymore Mansion.

They shared a hearty meal in the dusty dining room, but when they went to turn in Deltron found a child with pale, gangrenous skin sitting in front of the unlit fireplace. When Ranger Rick yelled up to him the child skittered up the fireplace, moving in an inhuman manner.

When they could not find the child in the fireplace or on the roof they went up a ladder into the attic. There they found a chest which turned out to be a shape shifting Mimic. Despite their surprise they made short work of the beast.

They found a wine cellar under the house with a small cache of treasure. Still nervous about the child that had gotten away, they slept in shifts in the cellar. In the morning they discovered a garden with a few statues, one of which looked exactly like the pale child Deltron had seen the night before. After firing a few arrows at it they deduced that the child in the fireplace might have been the Mimic coping that very statue – but they may never know for sure.

They returned to Salang for breakfast. Tief had a brief, but intimate encounter with a bar maid, and then they continued on toward Shallor together – the founding members of The Fun Time Explorer's Club!

Welcome to the Club!
The Forgotten Realms Awaits!

The Forgotten Realms is an exciting place for explorers. Welcome to the club! Together we will see some of the most beautiful places the world has to offer. Nothing will be dangerous ever! I promise!

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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