Agents of S.H.A.Q.

Fancy dress and familial jealousy a perfect combo.

Ah a new silent partner in guild leadership and a puzzling new member were what awaited us at the start of our latest mission.  We were to act as undercover security at a party being thrown by the Gastly sisters to mourn the passing of their late father to illness and to announce the eldest daughter as the new leader of the family.  This would be unfortunately familiar territory for me as I was forced go attend ciuntless of the typd of functions while growing up in House Lyrandar.

We ran into our first obstacle when our employer was unable to provide us with invitations at the last minute so we were forced to find our own means of entry.  Our first plan was to disguse ourselves as the entertainment for the evening and gain access through deception however on our way to the front door we encountered a band of rowdy thugs that had just been thrown out of the party.  After witnessing them striking a female companion our band was forced into an unwanted conflict that left us somewhat worse for wear.  After this scuffle we were able to sneak our way passed the front gate and made our way into the party.

As we entered, each of us was approached by one of the sisters seperately.  After some time mingling with the crowd a scream was heard from the direction of the kitchen.  We ran towadds the sound where the cook was found beheaded at his own butcher block.  His apprenrice was led back to the party where she was allowed to rest in the butler's quarters while the death of the cook was investigated.  I was at this time when I thought the situation earily similar to a play I once saw where the characters were stranded in a mansion where a murder was commited and had to figure out which of them had done the deed.  

Soon after this thought there was another scream from back towards the rest of the party.  The cook's  apprenrice was found dead in the butler's room.  After inspecting the room I found a note that linked the butler to one of the sisters.  Again I was reminded of that play I saw and could not believe that once again "The butler did it!"

A secret passage was found behind the fireplace of all things that led to the forgotten catacombs beneath the house.  It seemed thatthe second daughter, Soria, had joined a cult dedicated to the Old Ones.  After fighting our way through some cultists we confronted Soria and the butler.  We were able to kill the murderous butler but Soroa ezcaped through a portal.  Once we informed the remaining Gastly sisters of what their sister had done they were thankful that the truth had been discovered and that more death was avoided.  All in all not the worst social function I had ever attended if not just a little clicheéd.

Aye, Underdark Shite!!

“Go to the Underdark they said, find a missing gnome, should be easy. Aye nothing is easy in the Underdark! Everything in the Underdark tries to kill ya! The rocks, the water, the air, nothing is safe down here. Making our way to find this lost lil gnome (Gebeto) we encounter a spider, and guess what, it tries to kill us! We smash it too bits and find a lil toy (clockwork dragon) that belongs to the lil guy and make our way deeper. Then we get attacked by two Orc brutes that wanted to pick our bones clean to fill their smelly bellies. After dispatching them, one of the lil piggies tells us there us a village down the path and the gnome might be there. So onward we march. We come to a cavern with a great waterfall and a little village at the other end. Upon knocking on the first home (criting) and asking for some assistance, we are attacked by bastard goblins! That’s when things became fuzzy. Everything went dark and I could hear singing followed by bright lights all around. I was free from the Underdark and it felt amazing! Then I was snapped out of my dream and surrounded by my lads and back in the horrid Underdark. Aye fate is a bastard like that! At this point I want to destroy everything in this wretched place and proceed to do just that. We take out all the trash in the village leaving one left to tell us what he knows and take a much needed rest. Aye I can’t wait to be out of this rotten place!”

Gnomeo, Gnomeo, Wherefore art thou Gnomeo?

Our adventurers had reached the hidden fungal garden in the King's Forest.  They had gathered the required herbs and were ready to start their trek back towards Sharn when some screams and growls were heard from deeper in the cave system.  Further investigation revealed more kobolds snacking on a fallen rat.  After dispatching the monsters, what looked to be the beginnings of a man-made excavation were found at the back of the new cave.  A ring and a seemingly magical bracer were also found in a lockbox in the remains of the disemboweled rat.  The ranger made a note that the ring was most likely the stolen property of the woman that they had met after disembarking the rail for the first time.   While the promise of further adventure was tempting, our group was forced by the deadline to abandon the cave system and begin to make their way back to the lightning rail station and further on back to Sharn.

At the mouth of the cave system, the group was met by an impressive looking fighter that had followed their trail and the sounds of battle while hunting in the nearby forest.  After hearing of their affiliation with the Agents of S.H.A.Q., the new fighter Korn agreed to travel back to Sharn and apply to become a member of the guild. 

The rail back to Sharn was not nearly as uneventful as one would expect.  After witnessing a secretive figure pick pocketing various passengers on the train, the dwarf Paladin confronted the culprit who then claimed to be an agent of guild founder Kabuto.  A meeting with the founders confirmed the thief's story but also lead to Ulfgar questioning just what the guild stands for.

A few days later the new recruits were called into the meeting hall where they were introduced to an older gnome couple that looked a little worse for wear.  They told the initiates about their archeologist son that had gone missing while on an expedition in the Underdark near the base of Sharn.  The guild has been hired to search for the missing explorer and our group began their descent into the darkness…

Some herbs, a dwarf, and his swimming pool?

Sharn, the gleaming "jewel" of Breland, is a sprawling metropolis in which a person can find anything and everything they could possibly be looking for.  This is one of fhe reasons so many enterprising adventurers flock to the city to try and hire themselves out for coin and fame.  

This is exactly what the Agents of S.H.A.Q., a prosperous adventurers guild is in the business of doing.  This day a small group of newly initiated members of the guild were hired to venture into the nearby wilderness to recover some rare herbs on behalf of a local apothecary.  The recruits; a boisterous dwarf, somewhat in his cups, a nimble gnome, known for his athletic prowess, and a taciturn half-elf, picked for his wilderness knowledge; set out on the lightning rail north to the nearest stop and embarked on a quest to retrieve the needed herbs pressed with a difficult deadline.

Before even reaching the woods, the group was stopped by a distressed woman that seemed to have been robbed.  After asking some pertinent questions the initiates agreed to try and help tue stranger so long as it did not interfere with their prior mission.  Shortly into the woods, our hero's mettle was tested in the form of an attack by some local wild boar.  With some fancy climbing and possibly alcohol fueled courage the boar were slain and progress was made as some of the needed herbs were found nearby.  After some more foraging, the intrepid dwarf paladin was able to alert the group of a dangerous quicksand bog by ingeniously finding himself ankle-deep and slowly sinking.  Showing off his dwarven stubbornness, he just kept soldiering through and was able to wade/swim his way to the other side.  The other two were forced to find a different solution, finally settling on a zip line anchored by a well placed bow shot.

After the ordeal of the quicksand, our adventurers were confronted with the opening of a cave.  After venturing inside, the group was confronted by  a den of kobolds protecting what looked like a fungal garden.  After a short skirmish the band of comrades emerged victorious and were able to obtain the remainder if the herb order.  They now must return to the lightning rail in time to meet their deadline.  Only time will tell if they will be successful.

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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