The Lame King Saga

The stage is set

Alphonse enters a local item shop, looking to replace some supplies he is low on. The shopkeeper, Jim, is a long-time friend of his who has just had a baby with his wife. While inquiring about how things are going, he mentions that he is having trouble maintaining his hours at the shop as the baby is interrupting his sleep something terrible. Al (as he is referred to by the locals) offers to whip up a calming potion to help the baby sleep through the night so Jim can get some real sleep.

Wú-rén overhears this conversation while skulking around the shop waiting for an opportunity to pocket something of value and thinks to himself that this larger-than-life sorcerer needs to be taken down a peg. He foolishly attempts to pick the pocket of Al but is caught red-handed with his fingers on the purse strings. Instead of turning him in, Al sees something in the rogue’s eyes that catches his attention and offers a pint at the local tavern. Wú-rén thinsk that Al is being “too nice” but is never one to turn down a free drink. Before he can figure out what it is with this guy that makes the hair on the back of his neck stand on end, they see two half-orcs start fighting. A Danny-Devito-shaped half-orc picks up another who is at least half a foot taller than him and tosses him across the tavern like he was a peanut. “Whoa, that dude is ridiculously strong, even for a half-orc,” thinks Wú-rén to himself.

Al, without missing a beat, steps in to break up the fight. This is HIS town and HIS tavern, no way are a pair of half-orcs going to destroy it over god-knows-what. “Such a brutish breed,” he thinks to himself as he grabs the little one by the scruff and lifts him off the ground. Al, always aware of his surroundings and keenly aware of how god-like strong this half-orc is, keeps the half-orc at arms length and off the ground, effectively neutralizing him. The other gets up and charges Al, still holding the first half-orc. He’s yelling unintelligibly and appears to be more muscle than brain. Thinking quickly, Al kicks a nearby stool at him with surprising strength and speed. The half-orc, charging at full speed, is unable to dodge fast enough, although he sure tries. Realizing he can’t change direction quick enough, he tries to vault over the stool. It’s coming way too fast and hard at him and it hits him in the shins, hard. The charging half-orc is flipped end-over-end and lands flat on his face on the tavern floor. He lands with such force the entire building shakes and people quickly grab their drinks to keep them from spilling.

As quickly as it began, it’s over. A solid minute passes and no one is willing to break the spell of silence that has fallen over the room. Then, the bar maid goes to clean up the broken glasses and table from where the fallen half-orc was originally thrown and everyone goes back to their drinks and conversation; the excitement is clearly over. “Thanks Al, I don’t know what I would have done if you weren’t here; those guys are stronger than anything I’ve seen in here. Next round’s on the house,” says the bartender, a childhood acquaintance of Alphonse.

Wú-rén has been sitting in stunned silence watching this entire exchange. “No wonder I couldn’t pick his pocket, this guy isn’t just a fancy-looking-well-spoken-wannabe-sorcerer; he’s got some real skill,” he thinks as he realizes being turned over to the authorities is the least of the trouble he could have had if this guy chose to make an example of a pickpocket.

The Daggers have, not the pointy, stabby kind!

Something else that your characters have heard. Heard by passing travelers, drunks at taverns, and even nature itself when you know how to listen… are the Daggers.

No, not the pointy stabby kind!

Three daggers that have emerged from Archwood. Three masked… people? No one knows their gender, race, deity, or well… really anything.

You would know their facial garb as a Guy Fawkes Mask. Yet, they are identical in all other physical appearance. They sound alike, stand alike, and apparently think alike. They stand silently and symmetrically… all three of them in various villages. Until a crowd gathers. This can take hours. One man claimed they stood for 3 days until folk took notice. Once the gathering starts though… they move. They find high ground and speak. They speak in a hypnotic unison…


It’s like they know the exact issues. I mean everyone knows the situation in what is now called the ‘Dale Lands’ of Sembia. These… Daggers though… know the EXACT issues of everyone in that village. They in unison, stare through eyes of black, at each villager. They speak that person’s issue, they empathize personally, and then they offer a solution.

The solution though… should a man want revenge. Their mark has a nasty fall, or it just so happens he’s behind in his taxes. If a woman wants true love, who knows if a married man should have his wife die, or their brother maybe even sister starts to eye them. Should a child want power, their family hut will catch ablaze soon from spontaneous and whimsical practice of those arts. Some people though have nothing happen. Even a simple issue, it would seem, heard through the ceramic mouth piece of the Daggers.

Rumor has it they are working their way to some of the more popular cities…

And so it begins...

The world begins in the Dale Lands, which is technically Sembia:


A land akin to medieval Europe… yet accepting of other races, gods, and most of all trade ;) With a few, yet bustling port towns to the south/east which has convenient access to the Great Sea, and robust mountains to the northwest… the land is calm.

So far there is an orphaned half-elf rogue with a chaotic neutral disposition. A robin hood when prosperous and selfish when times are hard, and a broken pocketwatch he carries at all times.

A sorcerer with a drinking problem, and a pair of blood brother grey-skinned half-orcs from a shamanistic tribe. How will these heroes get together? Will they even get along with one another?

Regardless of the cast… these calm times are starting to crack. The smooth edges of a peace are beginning to falter. The King, Arnold has died, and his lame son is now the heir. Naturally, the mother has taken over (while not officially) and while she is apt of mind, it is well known the late king’s cousin Archibald is an ambitious man. Immediately upon his cousins death he swore himself in as the protector of the now crowned “Dale Lands” No one cared at first, life went on normally.

Until trade ended. Rumors that Archibald had gone mad or angered Umbra, a local sea god, were circulating. Ships were destroyed by the means of man, nature, and the gods. Some people sided with Archibald when he claimed it was the sins of the people that ended trade. Others claimed it was orchestrated. With trade ended and soldiers trying to maintain order by rebuilding trade and handing out food to peasants. Some still revolt against their King.

News has spread fast of this, and the riots between merchants, the lords, peasants, and the monarchy is at a boiling point.

What would your characters do hearing about this?

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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