Magnificent Seven’s Rise of Tiamat!

The Gate has been Breached!

The Gate has been Breached!
At this moment a guard comes down the tunnel yelling, the gate of the keep had been breached. The group split into two groups. Arthur led one group made up of Hadrar, Nizitz and Helja up from the river to provide a blocking force outside the castle. While Zatara led Callie and Pete back up the tunnel to secure the keep from inside.
Zatara’s group encounters a small raiding party inside the courtyard of the keep and immediately attacks them. During the attack Zatara valiantly terminates Kobolds and Cultist left and right all the while taunting them about their inept fighting skills. Unfortunately, a Kobold spear lashes out with a lucky strike. It hits Zatara in the throat, severing her voice box. Meanwhile Pete Lightmagic, the groups wizard, was casting spells at a fast and furious pace. He unfortunately loses control of a spell and gives Callie the shock of her life as lighting courses though her body. Pete recovering from that mistake casts more magic aiding the group. Only after a few rounds of combat fate strikes again and in the heat of battle Pete cast a spell that goes awry. Pete is knocked down after a pyrotechnic burst of flame and energy explode at his feet. In the End Zatara and her band prove victorious and secure the inside of the keep.
Meanwhile outside the gate Arthur and his band encounter a large raiding party headed for the keep. Nizitz quickly cast a color spray spell, blinding this group of raiders. Arthur, Hadrar and Helja make quick work of eliminating the raiders and securing the outside of the keep. Nizitz then using magic, fixes the gate.

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Secure the Tunnel!

*Secure the Tunnel
*As the town of Greenest is being raided and pillaged by an evil dragon cult. Our group of brave campaigners arrived inside the Keep at Greenest, just as night falls. There is immediate tension, as the villagers, militia and a Red Haired Dwarf (Escobert the Red) surround the group known as the Magnificent 7. They pay a strict and rather angry attention to Hadrar Spell Scale. As Nizitz and Arthur immediately try to calm the crowd, to little effect. Luckily Governor Nighthill sees the group and tells his people to stand down.
The Governor tells his people, weeks earlier a strange robed man visited him and foretold of an attack on the town. The robed man told him not to worry though because a group of 7 skilled warriors would arrive and one would have the appearance of an enemy. The Governor would know him to be a friend though, because of his blue glowing necklace. The Governor says he was polite, but thought the robed man was crazy. He now realizes he was not.
The Governor worrying about the rest of his people outside the walls and trying to figure out how to get more supplies into the keep, begins asking his people for ideas. Escobert the Red suggest a long forgotten tunnel in the basement of the keep. The Adventures agree to scout and secure the tunnel.
The Magnificent 7 journey down into the tunnel, finding it small and confining to all but Callie and Nizitz. They could only travel in single file through the tunnel. Soon they came upon a pile of old crates and casks blocking their way.
Hadrar moved up to remove the obstacle, and as he began the adventurers discovered this pile was now literally a rat’s nest. Hadrar and Nizitz begin to stomp, swing and hit the rats, as the rats manage to bite and claw them. After several minutes the two adventurers manage to convince what is left of the rat swarm, to flee and leave them alone.
Further down the tunnel with Callie, now in the lead, the party can see the opening of the tunnel. The only thing stopping them was a mass of twigs, branches, debris and the smell of ammonia. As they move the pile of debris, yet another swarm of rats’ attack and again the group manages to drive the vermin away, with only some minor injuries.
After opening an iron gate, which secured the tunnel, group discovers a group of raiders made up of Kobolds and Cultist searching the banks of the river nearby. Realizing they needed to secure this secret entrance to the keep, the group quickly ambushes and dispatches the raiding party.

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The Adventure Begins!
The Magnificent 7 and The Hoard of the Dragon Queen

It has been a year since Arthur and his Adventurers liberated Wave Echo Cave for the Rockseekers from the evil Black Spider. The group parted as friends and went out seeking their fortunes.
Unfortunately unbeknownst to the group The Dragon Cult had not forgotten their actions in Thundertree. Worried that Arthur and his group might be a threat. A Half Ogre Anti-Paladin was dispatched to handle him along with an Assassin and other minor members. The goal of these thugs was to either kill or capture the group known as The Magnificent 7; there by allowing the organization to continue its plan and achieving its ultimate goal.
Luckily for Arthur and his companions the powers of good do not always sit on the sidelines and watch. A mysterious robed figure appeared to the members of group and warned, rescued and or saved them. After briefly speaking with each of the members of The Magnificent 7, the robed figure vanished, leaving some with magical items and each with a piece of a much larger puzzle.
The first clue led the adventurers to rally in the city of Baldur’s Gate on the Southern Coast of the Sword Coast, in the world of Faerun. There they got together shared some information and set off on the road to the town of Greenest. Where according to one of the clues, would lead them to Governor Tarbaw Nighthill a man who might be in need of assistance.
After several days journey, they approached the town, ridding over the rolling hills of the Greenfields on the Uldoon Trail. Just before being able to see the town, the party began to encounter groups of people fleeing in terror down the trail and a smelling the distinct odor of smoke, ozone and death in the air. This is when Callie and Nizitz noticed Hadrar’s necklace glowing blue, which it had never done before.
Once the party had crested the hill, they could see the Town of Greenest was under attack and an adult blue dragon flying above it. Raiders were pillaging the town and preying on the weak.
Arthur and his band charged in and began fighting the raiders, rescuing several town members. The raiding party was made up of Kobolds and members of the Dragon Cult. After several small skirmishes, the adventurers made it the towns keep and got inside as the sally port slammed shut.

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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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