Gods Amongst Men

Game Notes 2017.04.21

Present: Ban, Lujan, Jalthyn, Amelia
Our group starts the night in the mercenary camp, after we had slaughtered all the men we could find in their sleep. Interrogating the captain of the camp, we learn The Black Hand had a scheme to dress up as Fair Folk and attack the small village, and then charge them for protection against said Fair Folk.
While we talk to the captain of the mercenaries, Lujan goes about freeing the slaves and Ban starts looking for valuables.

When we’re done interrogating him, we take him outside to the camp’s watch fire. Jalthyn starts chanting and uses his abilities to bring the fire down to nothing, performing some nonsensical ritual before telling the captain that he has been cursed and doom will follow should he return to these parts, and that he should not stop moving in his flight from this area for 100 leagues.
Amid the camp’s belongings we find 4 slaves, a few horses, couple carts, basic arms, armor, and plenty of rations (2 weeks of rations for 6 people).
We decide to depart immediately to head back to the village, taking the cart and horses and rations along. Within a couple hours we find the other slaves we had left on the road. Picking them up along with the slavers carts, we then head back to the village where we roll in to confront the two remaining mercenaries.
We murdered them good.
Neha comes out along with other townsfolk and is briefly concerned by the two dead bodies before being distracted with elation at seeing her returned husband. We explain that they’ve been getting conned by the Black Hand and that they have no more to worry about. After some rest and food, we head back out on the road with our additional cart and horses.
Iceholme is about a week’s journey away when we depart. We are very successful at catching game along the route and reach Iceholme with 10 days worth of rations remaining. We stay at various towns without event along the way, each town a little bigger and better equipped the closer we get to Iceholme.
As we enter the city we are stopped by guards to inspect our cart, but this goes without event. Amelia leads them to the Queen’s Star Hotel where they are well received and provided with nice rooms, baths, fresh clothing and given a good meal. Lujan, Jalthyn, and Amelia watch an opera at or nearby the hotel while Ban decides to take a stroll around town.
While Ban is out on the town, with the catbear in toe, he wanders into a gambling establishment to chat up some locals. He hears about the Wyld Hunt harassing various towns in the area, burning and chasing people out for harboring potential Exalts. There are towns in the north getting raided by barbarians.
The next day, our group procures everything we need for our journey including transport across the river for the next day upon the Sea Crosser with Captain Anders who tells us it will be a 3 day journey.
After three days of travel across the sea and river, we are deposited on the shore near Diamond Hearth and continued our journey on horseback and by sled northeast through the wilderness. Once entering a forest a couple weeks into the journey, we all notice the temperature rise. The forest here seems more alive than elsewhere in the north, with deciduous trees still bearing green leaves and abundant vegetation in comparison to the snow laden forests we’d passed before.
Upon traveling through the forest we emerge in a large, grassy clearing. At the far side of the clearing, at the base of the cliff that lines it, there are two statues standing on either side of a large door, one male and one female, both clad in armor. Neither man nor catbear detect any signs of humans having been in the area and no one picks up signs of fair folk or spirits nearby.

Game Notes 2017.04.07

Venturing northward, the group finds themselves in sparsely populated territory. Fortunately, Bond and Amelia's critter manage to find enough game to keep bellies filled and grumbling to a minimum amongst the city folk in the group. A few days later, the circle spots a small collection of houses off the main road. They also spot two carts rolling away from the city with several people caged within the carts. A quick discussion results in everyone heading into town to find out what's going on.

The town is clearly not one frequented by traders, nor terribly prosperous. Once within the town, they're presented with the story of depredations by the Fair Folk and a mercenary group (The Black Hand) they hired to protect them from those depredations. Being such a ragtag collection of hovels, the townsfolk were unable to pay the mercenaries' protection fee and some of the villagers have been taken to be sold as slaves in lieu of payment. Some members of the mercenaries are posted into the town to act as sentries should the Fair Folk return (and tattle on the villagers).

The team decides to set off in rescue of the townsfolk and postpone deciding what may be done about the Fair Folk menace. With Amelia's creature following the scent of the mercenaries, they quickly gain on the cumbersome carts. Surprising the mercenaries, they manage to slay the guard and both drivers. This results in the freeing of 3 adults and 2 kids. They learn that more captives may be ahead at the camp and warn the townsfolk to remain where they are, armed now with a few knives from Lujan's collection.

Once again following the scent of unwashed mercenary scum, they group eventually reaches a camp. Soon realizing an inherent lack of war footing or even professionalism, they decide to wait for the camp to fall asleep before descending upon them. During the reconnoiter, the spot two more caged carts in the camp with 2 prisoners in each. Once the camp is asleep, Bond, Lujan, and the critter sneak into camp and begin silencing all of the sleeping mercenaries. They save the most opulent tent for last.

Entering the final tent, they bind the fellow sleeping within. City boy Lujan manages an impressive imitation of an owl, summoning Amelia to come and aid in the interrogation of the manacled oaf that Bond has managed to thoroughly intimidate.

Game Notes 2017.03.24
Deep Thoughts by He'stan

The group has found an inn for the evening. The Obsidian Luxury Inn. The gates have been closed for the night impending the raid, a common occurrence in the farming community. The Inn isn’t bad but I’ve stayed in nicer establishments. Amelia has the innkeeper fooled so tonight won’t cost much. I will say, after Amelia talked to the innkeeper we have had excellent service. Why is it Jalthyn wandering around trying to instigate conversation when we should be trying to keep our heads down? The bard is somewhat entertaining.

The guards here don’t seem to have any specific idea what the gate incident was about. A table near us wears a sigil from The Blessed Isle however not a very prominent house there. The Scarlet Empress hasn’t been seen in public in quite some time but her decrees continue from the other powerful representatives. Audiences with her are becoming harder to obtain. That families with red tape that started about two years ago. The guards have had to arrest a few outsiders as well which is unusual around here. The order came from either the Mayor or the Captain of the Guards. My siblings have lived interesting lives.

More guards have arrived, two appear on door duty. The innkeeper is pointing out groups of outsiders. The other two guards approach a table of six and arrest them. It may be worth retiring for the evening. All seems quiet outside overnight.

I get up early the next morning and take advantage of the cooks’ undivided attention. Little brother needs to keep his hands off my food. Some guards are eating nearby while two more appear to be waiting for something, which seems suspicious to me.

The Quoll-Lion (catbearpig, or CBP for short) alerts Amelia of guard activity outside and she heads back upstairs to get ready to leave. Savannah has a bad feeling something is about to happen. Lujan is chatting with the barkeep. With all the suspicious activity and on edge feeling we’ve all decided it’s best for us to make our way to the nearest exit in smaller groups  and get out of town.

Amelia and I head out. We get stopped so they may be looking for us/the people that set off the entry gate yesterday but we are able to talk our way out of it. That guard didn’t know what hit him with Amelia charming him…I didn’t even have to use my hammer! I have no idea how the rest of my siblings will get out but hopefully it will be equally as easy for them.

Once Jalthyn catches up to us he tells me how he got out but there is no way anyone else would ever believe him if he told them what he told me! At some point before we got outside the town gate, Bon slipped into my wagon! Savannah and Lujan manage to get out and even brought Jalthyn’s horse with them. Even though the guards stopped, searched them and then were going to hold them for questioning, the guard that was to take them to the barracks was a doofus so they were easily able to give him the slip and join us outside the town walls. The gate guards don’t even notice as the six of us continue our travel north away from the town. The gate we used to exit does not react as the entry gate had.

End Scene

Game Notes 2017.03.10

Character development/notes:

Bon (Eric) – Dawn
He’stan (Kevin) – Twilight
Savannah (Steph) – Night
Lujan (Walter) – Night
Amelia (Bonnie) – Eclipse
Jallthyn (John) – Twilight

(GM Note: Player caste is subject to change pending full character sheet review)

Plot development:

Beginning south of Rubylak heading north Bon encounters He’ Stan on the road. He’ Stan is working on repairing his wagon wheel. The two meet and memories flash between them of a distant past life together growing up. They were siblings in a previous life.

They choose to continue traveling north together reaching Rubylak in a couple hours. Once in town they decide to go to the local Inn, The Scarlet Renaissance, for food, drinks and a decent night’s rest before continuing their journey north.  In the morning He’stan and Bon head to the stable to head back out on the road. While in the stable they encounter a woman named Savannah and another odd appearing woman, Lujan who are also preparing to depart. The four of them have the same memories/flashbacks of their previous life together and realize all four of them were siblings. All four of them have had the pull to travel to the north since the time they exalted.

Two stable boys witness them “cast”, one of them fainted, the other ran away screaming but in the direction away from the Inn.  The 4 “siblings” agree it’s time to get moving and calmly, at a moderate pace so not to be noticed, head out of town continuing their journey to the North.

Hours later they spot two people ahead that are surrounded by six other individuals. While the two do not appear to be a “couple” they are clearly not with the other six around them. Jalthyn and Amelia are the two in the middle and are being held up for money/riches. The 4 siblings join to aid Jalthyn and Amelia. Combat commences. In the end the 6 Exalted are left standing. At this point the 6 connect and it’s now known that they all were in fact previously siblings in their past life with He’Stan being oldest followed by Lujan. Amelia and Bon are twins and the next in line with Jalthyn and Savannah as the youngest, also twins.

All six of us share the same draw to the north towards Icehome and choose to continue together. The current season is late fall/Earth season.

A few days pass after the combat and traveling north the group begins to notice extra-large farm lands like large plantations for mass production of goods for the realms. Set back in the fields guard towers are noticed as well. The guards pay no attention to the group. About dinner time the plantation workers begin heading out onto the path with the group, northward bound to what can only be assumed is the nearest town. About this time Bon kind of spaces out and receives a message from the Unconquered Sun. “Do great deeds to draw followers to you and I”.

We come to an arched gateway that has high walls that stretch about ½ mile on each side before vanishing from sight. A horn sounds from the left guard tower causing the locals on the road to pick up their pace moving quicker into the town protected by the wall. Upon inquiry of a towns person what this alarm was we learn it is to summon all within the walls due to raiders that are spotted. Due to the farm’s high productivity/volume it leaves them open to theft/attack for their goods. We continue into town with the locals. This is the town of Windy Oak. Upon entering the town each of the group spends a peripheral mote without noticing. They also do not notice that six lights have appeared in the arch in the gateway. (An exalted detector)

End Scene….

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