Fun Size Quests

Where Did Little Timmy Go? - Part I
Right, what's this then?

Loose ends from the Skyhorn Lighthouse adventure are tied up, as the adventurers collect their reward from Benji. Upon returning to the port town, they notice “Missing person” posters affixed to many walls and posts. They find the missing person’s father looking for help in the pub shortly after. Filbert Crustshed, with an annoying voice, tells the tale of his little boy Timmy going missing a day before. The adventurers agree to search for Timmy in the Crustmire woods to the north of the city.

To get to the woods faster, the party hire a cart driver hauling barrels of unknown contents to the north. Halfway into the journey, a barrel bounces out of the cart and spills the contents. They attempt to fix the issue, but are asked to leave the cart once the clams in the barrel are ruined by an attempt to form dirt around them. A few hours later the party find the crescent-shaped rock described by Filbert and headed along a shrubby path into the woods, at night. They were soon attacked by dire wolves, but handled the encounter without any losses.

After moving through the woods, they stumbled upon a snare hooked up to an alarm bell. The ring alerted an ogre to come inspect the trap, expecting fresh meat. An illusion was summoned to scare off the Ogre while the party continued on. After a short distance, they discovered the front to the hill they had seen in the distance. Another ogre was sleeping nearby, presumably the comrade of the other that they had seen in the woods.

The bottom part is me being even lazier with the recap. Read if you want.

The large hill has an engraving on it that looks like the thing in Lord of the Rings where they had to speak friend to enter. That’s not going to be the solution here so don’t even try.

Then they distracted them and the old bitch decided to play minecraft under the one building. What happens next? Who gives a shit? LOL.

The Secrets of Skyhorn Lighthouse Part II
Mike Pence's electroshock therapy clinic for crocodile dundeeeeeeeeeeeeeeeeeeels

The wave slams our ships and forms into a humanoid shape. The water elemental continues to attack our ship trapping Agatha and Zugzug in its body. We manage to defeat it before the ship is destroyed. As its body melts away it leaves behind a bag containing 6 Beads of Force.

We sail on toward the lighthouse and find the island mostly empty. Zugzug notices some movement in a window above. Near the door several barrels have been destroyed and the wood used to bar the door. Frank hacks his way though the door which activates a trip wire. We are attacked by several eelfolk which explode with electricity when they die.

The Secrets of Skyhorn Lighthouse I
Part 1 - Crocodile Dundee

We were traveling to Skyhorn Harbor to find a prosthetic toe for Frank after he lost three in a blizzard.  On the road we talked with some salesman who told us about a sea monster prevent ships from reaching the harbor.  Shyhorn has many ships in the harbor, too many to fit in fact.  We ask a few strangers for help and meet Benji Frogwater.  He agrees to help us get a prosthetic toe if we can help find his ship, the Jade Lion, which drifted out to sea when Benji forgot to pay the docking fee.  We convince him to pay up partially in advance.

We talk to a dock worker who directs us toward Captain Sheila.  She agrees to a dice game, the stakes: Agatha's gold for Shiela to take us to search for the Jade Lion.  Before the game we are interrupted by Captain Gaspar threatening Sheila and demanding her ship for losing their last wager.  He attacks her when she refuses.

Feeling threatened we help fight off Gaspar and his cronies.  Zugzug found a captain's key on Gaspar's body.  Sheila's crew loots Gaspar's ship. While discussing the Jade Lion with Sheila, she mentions she believes she saw it drifting toward Skyhorn Lighthouse. She agrees to take us there in the morning since her brother runs the lighthouse and he has been having trouble with some eelfolk.

Using Gaspar's key we find his porn stash and some minor loot. Afterward we go to the potion shop and Zugzug buys an Herbalism kit.  We then stay the night at the inn.

The next day we set sail for the lighthouse. Just before we reach land a huge wave rises from the sea threatening our ship.


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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