The Grand Tournament

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.


2 potions of cure moderate wounds, 1 (blue)potions
of lesser restoration, and 1 (green)potions of remove disease

five vials of holy water, a scroll of lesser
restoration, and a wand of cure light wounds
(15 charges).

pair of fully stocked
healer’s kits, 3 vials of antitoxin, 2 vials of antiplague, 3
doses of bloodblock, 3 doses of smelling salts, 2 vials of
soothe syrup, and 4 potions of cure light wounds

+1 boomerange simitar

a set of masterwork thieves’ tools, a bronze war
medallion from the Shining Crusade (worth 40 gp), an
unframed Taldan painting of Stavian I (worth 100 gp),
a set of a noblewoman’s silver hair clips (worth 35 gp),
a masterwork punching dagger, a pouch containing a
dozen masterwork shurikens, a masterwork silver war
razor, and a wand of lesser restoration (12 charges).

purple gem

  1. Helm of the sentinel

This large open-faced helm has installed in it a swivel down facemask mimicking the face of an ancient warrior. The facemask cannot be seen through when pulled down. However, once per day at bedtime or when the user would normally sleep, the character may pull down the facemask and fall right asleep. When the character does this, the eyes on the helm of the sentinel glow a soft non-intrusive light and its powers activate. The character wearing the helm may continue to stay awake, alert, and do simple activities all night. As long as there is no strenuous activity or combat involved, the character gains eight hours of rest the next day as if he a full night sleep. This ability functions exactly like the Keep Watch spell. The character wearing the helm also functions as he is if he is under keep watch spell.

Ancient coins

Enjoy! 1. Traveler’s Rations

The ration box duplication function is too messy and means that the players need to keep some kind of food at hand. My suggestion would be to make it a large lunch box that costs around 350 gold. However you need to purchase matching 'key' lids for the box that change the food that is created in the morning. The lids usually have a painted picture of what they create and are priced accordingly so rye bread with butter is 10g, steak dinner is 100gp and rare culinary wizard sushi lids can cost thousands if gold. So the box has the create food spell, but the box lids trigger specific food effects if that makes sense. This way players can start collecting lids and spend a little extra to get variety.

This tin is a segmented ration container split down the middle. The size of this tin is large enough to hold two days of traveling rations. If a type of ration is placed into the tin on its left side, the next day at sunrise the rations creates an exact magical duplicate of the food rations placed on his left side and stores it on the right side. The duplicate is real, but lasts only for one day and will provide the exact nourishment of the original ration placed on the left. If the right portion is emptied but the original left portion remains, a new batch of duplicate food will be created next sunrise. If the first portion of the tin containing the ration to be duplicated is empty, the tin will have nothing to duplicate and it will fail to create any food at all. If food is duplicated into the tin and is not removed, it vanishes just before sunrise, to make space for new duplication.

The Lopper’s remains lie in a heap at the
bottom of the oubliette, along with about 30 feet of
old rope. In addition, a fair amount of gear and other
treasures looted from murdered guards or stolen from
guard rooms lies among the Lopper’s bones (and Gurtis
Vortch’s decapitated skull). These objects consist of 120
gp, a broken masterwork heavy crossbow, a masterwork
longsword, a +1 heavy mace, a stone of alarm, and a ring of
keys (these once belonged to Gurtis Vortch, and can be
used to unlock any of the doors or cells in the dungeon—
including the secret doors in areas U6 and U9).

+2 dagger, Potion of Wood Shape (brown), Potion of arcane lock (red), Cure Light 2, Cure Mod 3, Scroll of Stoneskin, Cloak of Resist +2

six suits of masterwork chainmail
and six suits of masterwork studded leather armor,
four masterwork longswords, four masterwork heavy
maces, two masterwork heavy crossbows, 120 crossbow
bolts, a case of 10 +1 crossbow bolts, a wand of hold person
(11 charges),  and a rope of climbing

animal messenger wand 12 charges, remove (blue)blindness/deafness potion, .3 handaxe, .2 icy burst, mighty cleaving rapier, Scroll of shrink item and wall of Ice, magic vesment potion (purple, heroism potion (yellow), .1 thundering glaive, MW gauntlet, Gental repose wand 39 charges, .3 energy resist buckler, Banded Mail

Welcome to Sumberton

A wide bend in the Marrilach River reveals a small keep on a rocky promontory. Bridges cross the river to the north and south. Upon them, wagon traffic bustles to and from the farms of the Valley of Obelisks. Drifting below the bridges are colorful riverboats laden with food bound for the cities of the south or finished goods for the many nearby farming villages. Amid the gloom of early spring’s overcast sky, the many hearths and friendly faces of Sumberton beckon, as do the casks of spiced ale that are the city’s claim to fame.

About Sumberton

Sumberton is likely the only urban locale most residents of the Valley of Obelisks have ever seen. It’s regarded as both sophisticated and bewildering. Since it is founded on the river trade, Sumberton is indeed more cosmopolitan than the rural communities that surround it.

At the heart of the city is Sumberton Keep, an old fortress built so that a long-dead king could control and tax the traffic on the Marrilach River. A settlement grew up around the keep and, with the passing of years, over-whelmed it. Were it not for the height of the promontory on which the fortress rests, visitors might never know the keep is there. Two- and three-story buildings crowd the edges of the city’s narrow, winding streets, and even lifelong Sumbertonians have to think twice to avoid getting turned around or lost.

Leadership: Lord Bariss Carstellan has been granted taxing authority within the city limits in exchange for providing city services. An elderly man, Carstellan is teaching the basics of governance to his two sons, Jarrik and Thrann. City bureaucrats understand that if Jarrik or Thrann want something, it’s as good as the lord asking for it himself.
But Lord Carstellan’s authority isn’t absolute. Sumberton Keep remains an outpost of the national army under the command of Captain Morr Donellgan. The captain’s soldiers are better equipped, trained, and paid than the lord’s militiamen. Donellgan tries to stay out of the city’s politics, but it seems like one faction or another within the city is always trying to embroil the army in a political dispute. The temples along Pious Way are beyond the lord’s taxes and thus largely beyond his authority. They could wield a lot more power if rivalries between major religions—and even schisms within each—weren’t a problem. Finally, the merchant guilds are responsible for the river commerce that is the city’s lifeblood, and they could ruin Sumberton by diverting the region’s trade elsewhere. But doing so might mean their ruination as well. It’s easy and profitable to send the region’s trade up and down the Marrilach River.

Five Bad Guys

Father Charlatan (Sefick Corvin): Of the
five notorious prisoners, only Father Charlatan was
not technically a murderer, yet his crimes were so
blasphemous that several churches demanded he be
punished to the full extent of Ustalavic law. Although he
claimed to be an ordained priest of any number of faiths,
Father Corvin was in fact a traveling con artist who used
faith as a mask and a means to bilk the faithful out of
money in payment for false miracles or cures. He became
known as Father Charlatan after his scheme was exposed
and his Sczarni accomplices murdered a half-dozen city
guards in an attempt to make good the group’s escape.

The Lopper (Vance Saetressle): When the Lopper
stalked prey, he would hide in the most unlikely of places,
sometimes for days upon end with only a few supplies to
keep him going while he waited for the exact right moment
to strike. Once his target was alone, the Lopper would
emerge to savagely behead his victim with a handaxe.

The Mosswater Marauder (Ispin Onyxcudgel): Only 5 years before his hometown of Mosswater wasdestined to be overrun and ruined by monsters from the
nearby river, Ispin Onyxcudgel was a well-liked artisan
and a doting husband. When he discovered his wife’s
infidelity, he f lew into a jealous rage and struck her dead
with his hammer, shattering her skull and his sanity with
one murderous blow. Wracked with shame and guilt, Ispin
became convinced that if he could rebuild his wife’s skull
she would come back to life—but unfortunately, he could
not find the last blade-shaped fragment from the murder
site. So instead, Ispin became the Mosswater Marauder.
Over the course of several weeks, the cunning dwarf
stalked and murdered nearly 20 people while searching for
just the right skull fragment. He was captured just before
murdering the daughter of a visiting nobleman from Varno,
and was carted off to Harrowstone that same night.

The Piper of Illmarsh (real name unknown):
Before he snatched his victims, the Piper taunted his
targets with a mournful dirge on his f lute. He preferred
to paralyze lone victims by dosing their meals with lich
dust and then allowed his pet stirges to drink the victims
dry of blood.

The Splatter Man (Hean Feramin): Professor
Feramin was a celebrated scholar of Anthroponomastics
(the study of personal names and their origins) at the
Quartrefaux Archives in Caliphas. Yet an accidental
association with a succubus twisted and warped his
study, turning it into an obsession. Feramin became
obsessed with the power of a name and how he could use
it to terrify and control. Soon enough, his reputation
was ruined, he’d lost his tenure, and he’d developed an
uncontrollable obsession with an imaginary link between
a person’s name and what happens to that name when the
person dies. Every few days, he would secretly arrange for
his victim to find a letter from her name written in blood,
perhaps smeared on a wall or spelled out with carefully
arranged entrails. Once he had spelled his victim’s name,
he would at last come for her, killing her in a gory mess
using a complex trap or series of rigged events meant to
look like an accident.


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