Magnificent Seven’s Rise of Tiamat!

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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

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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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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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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 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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Remember to look before you leap
Or What do we do with a Adult Dragon?

After Securing the secret tunnel and securing the gate of the keep.
The group feels they might have some time to rest inside the keep and come up with a plan. Nizitz after lighting his pipe hands it to Zatara and tells her to relax and take a few hits. Suddenly, the wound to Zatara’s throat is healed and her voice recovered.
A large ominous shadow passes over the keep. An adult blue dragon begins to threaten all the occupants of the castle. Helja thinking quick on her feat casts a spell of command on the dragon praying that it works. Luck is with her and it does, she tells the Dragon to land. Unfortunately for our adventurers the dragon chooses to land right in the middle of the keep. The large adult blue dragon fills the court yard.
Upon landing the Dragon looks at Helja, with a very perturbed look. The Adventurers are stunned and quickly try to come up with a plan. Some begin to steel themselves for the mother of all closes quarters combat, other think of jumping on its back, but Nizitz realizes he only has moments to act.
Nizitz attempts to open a dialogue with this large beast, realizing his crew would suffer greatly from a battle with this creature. He discovers that the dragon really doesn’t have his heart in this attack and is only here as a favor to the cult. The dragon doesn’t really care for the cult and is skeptical of their motives. Nizitz is able to convince the dragon to leave and the group is spared what would have been a bloody battle with a dragon.

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Save the Mill!
Remember Admiral Acbars words

As the group releases a collective sigh of relief, Governor Nighthill again asks the group to come to the rescue of the town. Lookouts have spotted the raiders trying to put the local mill to the torch. The Governor implores the group to save the mill, as this is where most of the food and flour for the town is made.
The group took up the Governor’s request and set off to save the mill. Callie and Nizitz crept up and checked the lay of the land around the mill. They soon discover, it’s a ruse and the raiders are trying to a lay a trap for the Magnificent 7.
The adventurers quickly defeat the raiders at the mill and capture a prisoner, albeit after Arthur crushes one of them with his sheild. Helja and Arthur interrogate the prisoner and learn the name of one of the leaders of the raiders and that they know the heroes are here now.

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Rescue the town folk in the Shrine
or How Many Koblods can there be?

Word reaches the heroes get word that a large group of villagers are trapped in the town’s shrine. The group of heroes sneaks off down the river and approaches the shrine. The groups see a small group of raiders in the rear of the shrine grounds and dispatches them. Then quickly lure the rest into an ambush and while getting the villagers to safety.

Once the have finished off this mission, Nizitz leans against the wall of the shrine and says “Surely there can’t be much left of these raiders. I mean how many Kobolds can there be?”

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High Noon at Greenest!

The group makes it back to the keep and takes stock of their situation. They ascend the ramparts and look out over the town. It would appear the raiders are starting to withdraw.
From the darkness, a creature strides into the dim light of the dying fires around the keep. The creature is Dragon Born and covered in blue scales. A line of Kobolds fans out behind him. They prod four humans forward a teenage boy, a woman and two small children. All beaten and bloody.
The Dragon born hails the keep, “Defenders of Greenest! This has been a successful night and I, Langdedrosa Cyanwrath, am feeling generous. Do you see these four pitiful, useless prisoners? We have no need for them, so I will trade them back to you. Send out your best warrior to fight me and you can have them back.”
One of the militia cries out that they have his family.
Arthur and Hadrar set out the gate to face the villain. Once outside Langdedrosa addresses Hadrar, telling him that he is on the wrong side and this is his chance to join the cult. Hadrar flatly refuse and Arthur steps up and draws his sword.
After several strikes the villain finds that he is not up to the challenge of Arthur and is slain. The Koblods depart leaving the prisoners.
The village is safe and the raiders depart the town.

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The Morning After
or a clue from the robed man revealed.

The next morning as the Magnificent 7 begin to set out and track the raiders. A lone figure approaches them and meets them just on the outskirts of town.
He is a young man and is limping heavily on his bandaged left leg. He tells you his name is Nesim Waladra.
Nesim says, “I hear that you intend to follow the raiders and see where they’ve gone. I’d like nothing better than to come with you, but in this condition, I’d slow you down. In the midst of all this tragedy, there is no reason you would have heard about the fate of my master, Leosin Erianthar, but it’s important you know. He is a monk from Berdusk. He disappeared last night, after we fought a particularly savage battle against raiders. A few others and I fought our way to the keep, barely. Leosin didn’t make it at all. We went back to look for him this morning, but all we found was his broken staff and this choker, which he always wore.”
He relates that they were returning to Berdusk from the great library at Candlekeep. Leosin was there talking with librarians and researching the ancient writings on the dragon and cult folklore.
Nesim holds up the choker, it is a leather strap looking as it has been broken, by being ripped from some one’s neck. There is a silver dragon design chased into the leather.
Nesim then says, “Leosin has been investigating these raiders for months. I fear that he might have tried to infiltrate their group when they retreated, or worse, was captured and carried away as a prisoner. No one understands these bandits better than he does and his knowledge will be invaluable against them. When you find their camp, please look for any sign that Leosinis there. One of my brothers has already departed for Berdusk to bring back help, but it will be many days before help arrives. Anything you can do before then would be a godsend.”
It would seem the Magnificent 7 has more work to do!

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Find the Raiders!

The Adventurers set off across the Greenfields following the path of the raiders. It is not hard to follow as the raiders cut a large swath across the rolling hills and it would appear they took quite a bit of loot from the tracks they leave.
Nizitz and Callie soon come across a group of stragglers from the group of raiders. The stop in a small depression and began cooking up some prairie chickens. The group is made up of Kobolds and Human Cultist.
Our heroes quickly decide to ambush the stragglers and dispatch them with quickly, since Pete Lightmagic uses magic to disarm them. During the fight the heroes discover one of the cultist had a bag of holding. The group quickly repurposes the bag for their use.
After a few more miles the group comes upon the rear guard of the raiders and spies their camp. Sizing up the enemy, the Magnificent 7 decide to split up, one group will scout the edges of the camp and act as over watch element; while the second group would infiltrate the camp.

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