Rise of the Runelords

The Justice and his men

There is a new excitement filling the market. Rumors fly and everyone has an opinion about the Justice and his men. Wild stories are on nearly every man woman and child’s lips.

In one account he is a simple man from a farmers past. He grew up human and after travelling to Magnimar he decided that something needed to be done. Rooting out evil and ending corruption he made lots of enemies. A bitter noble hired a witch and turned him into an elf!

Yet another tells of how he secretly controlls the the mayor and rules over most of the Lost Coast from Magnimar to Riddleport through his ravens.

As the day passes the stories grow more an more ridiculous.

After several hours inside the Sandpoint Town House, the Justice emerges along with his retinue, Mayor Deverin, Titus Scarnetti, old Ethram Valdemar, his eldest son Belven, and Sheriff Belor Hemlock. The Mayor, Ethram, Titus, and the Justice all climb into the coach, closing the door behind them revealing the seal of the Justices of Magnimar in gold print on the door. Belven heads towards the stables with the two rider’s horses.

The Sheriff crosses the street and enters the Garrison.

The driver starts the horses and the coach makes it’s way back the way it came out the southern Gate. The two men in breastplate make their way into the crowd an head north.

Shortly after entering the stables, Belven exits mounted on his own horse. He leaves through the southern gate as well.

Sheriff Hemlock Returns

Sheriff Belor Hemlock’s return to Sandpoint was nearly as spectacular as his departure.

Nearly a full week and half before today, the Sheriff left behind a hushed crowd of onlookers. While many people still held faith in there Sheriff and Mayor, most were beginning to feel the twinges of doubt. Sheriff Hemlock rode off towards Magnimar with 5 members of the town watch, nearly a third of the combat ready garrison for a town of 1200.

Fireday, 10 Lamashan

Even the gods seem pleased on this bright blue sky day. The bay is calm and nearly the light sparkles off of it like shined emerald. The noise of a small town waking up seemed to start even earlier than usual this day as word of the end of the threat to Sandpoint has spread. Several large caravans have made camp in the nearby hinterlands. As the sun begins to crest the waves lapping against Junker’s Edge, a steady stream of visitors begin to flow into town from the various gates. Shopkeepers are opening doors and vendors are already haggling over the best locations to setup their tents.

People are excited and the town is buzzing with energy. Groups of children scurry about the main squares play fighting with sticks and more than a few of the battles are for a large bucket that is turned upside down. Shrieks of laughter and victorious cries of “The Helmet is ours!!” fill the air and mix with the aromas coming from “Sandpoint Savories.”

Just past midday, when market is in full swing the sound of hooves and a small dust cloud can be heard and seen coming from the Sandpoint Bridge.

The crowd again watched in hushed silence as Sheriff Hemlock returned because he was not alone. The sheriff rode in first with the 5 guardsmen filling in behind him. Next two strong 16 hand horses pulled a finely made coach. The driver was a chelaxian man wearing a cloak that may have once been a nice grey before the road turned it brown, a widebrimed leather hat and a scarf pulled up over his face to block the dust. Two men on horses followed up the procession, each wearing a near identical set of dull black breastplate with a deep red trim. As the men rode forward their eyes seemed to scan the crowd and those who their gaze settled up shrank back.

The coach rode with its door open and inside an Elf with midnight dark hair and a pleasant expression peered out at the crowd. He gave a small wave and a hint of a smile to those he passed as his ornate red breastplate caught the sun and gleamed.

The group proceeded through the crowd at the market square slowly. Sheriff Hemlock lead the group in a direct route to the Town House, straight down Water Street with a quick turn onto Main Street traveling past the House of Blue Stone, the Academy, The Curious Goblin and the Garrison.

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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