93. Sunken Vessel
Side quest

Road Event: The mercenaries see a man squatting in the bushes a small distance away. He asks them for some leaves, it seems he made quite a mess over there. Squeaky is not made nauseous by anything and brings the man some leaves for cleaning. The man is happy and departs his way. (No effect)


City Event:

82. Burning Mountain
Side quest

Road Event: A large flying bird is seeing overhead, smoke billowing out of it. It eventually plunges to the east. The mercenaries rush to the scene and find a limping, soot-covered Quatryl kicking a giant winged contraption made of leather and metal. He asks the group to help him getting the thing in the air again, but the group first ask for an explanation before helping in any way. The Quatryl explains that he invents those contraptions and that the world need them. He eventually calms down and agrees to take the broken thing back to town for further adjustments. (Gain 1 prosperity)

City Event: On a trip to the New Market, Squeaky sees a curious see chart displayed in a Valarath merchant’s stall. The merchants tells him that the mapa will lead to a location of untold riches. The Vermling calls for Tanner and the two bargain for the map (Lose 20 collective gold, Party Achievement: A Map to Treasure, Unlock “Sunken Vessel” scenario 93)

3. Inox Encampment
Main quest

Road Event: The mercenaries meet a group of brow-beaten Inox trudging down the path in the opposite direction. They are carrying what seems to be all that’s left for them and they are all covered in what appears to be soot. The shaman at the head of the group screams that the “beast awakens! The mountain is aflame! Beware you do not anger it!”. Tanner and Squeaky decide to ignore the shaman’s rumblings and carry on, but they eventually feel a certain amount of unease. There is a slight tremble in the soles of their feet, and, in the distance, a black cloud of smoke grows. (Unlock Burning Mountain scenario 82)

Scenario: Following Jeckserah’s request, Tanner and Squeaky visit the Inox Encampment to teach them not to raid caravans going to Gloomhaven. What they find is a cluster of huts in a small clearing in the forest. They are immediately ambushed by Inox Soldiers and Archers from all sides, but the creatures they summoned take the brunt of the attack, eventually collapsing. More Archers and Soldiers appear but the Cragheart and the Mindthief eventually dispatch them. The rest of the Inox decide to step back, and it’s then that the mercenaries see half-dozen crying, screaming Inox children. Most likely the fallen Inox are they fathers and mothers. Tanner and Squeaky flee from the scene, a heavy burden on their shoulders. (Horned Helm DESIGN)
Jekserah tells the two that they were thieves and murderers, but that’s very hard to swallow. She pays the two (15 gold each and +1 prosperity) and asks them to steal a diamond from a mine overrun with Vermlings. This does not sit well with Squeaky after having rampaged through an Inox encampment on her request. He does not want to do the same with fellow Vermlings.
After leaving Jekserah’s manor, the two mercenaries are approached by Argeise, a female Quatryl clad in dark leather armor. She introduces herself as part of the city guard and tells them that Jekserah is up to something very sinister: “She’s been trying to overthrow the military in Gloomhaven for as long as I’ve been here, and we’re all very curious about what her current machinations are”. She tells them that they can get to the bottom of Jeckserah’s plan and expose her for who she really is by visiting a warehouse he owns in the city (Party Achievement: Jekserah’s Plan)

New scenario options: Steal the diamond for Jekserah (scenario 9 – Diamond Mine) or investigate her true intentions (scenario 8 – Gloomhaven Warehouse)

City Event: Walking across the Silent Bridge on their way to the Sleeping Lion, the mercenaries notice a Quatryl selling plates of food and curious contramptions. He offers the food saying: “Food enhanced with science! Flavors beyond your wildest imagination!”. The pair of friends decides to continue on their way to a less adventurous meal. (No effect)

4. Crypt of the Damned
Main quest

Road event: Meeting a family of deer and choosing to just watch the deer for a little bit. A large Inox shoots one of the animals and shares the spoils with the group. (Start scenario with BLESS).

Scenario: The ruins of an ancient crypt are now the lair to bandits and cultists. Beyond the animated dead that followed them also in the Black Barrow, the cultists have control over elemental beings, enraged and demonic. The mercenaries make short work of the bandits and cultists, but the giant earth demons are not so easy to get rid of. The Spellweaver collapses, exhausted, but allows the rest of the group to disrupt some sort of ritual that was happening in the last chamber. These elemental demons belong on an entirely different plane of existence, but the cultists have somehow managed to pull them through to the material plane.
The mercenaries get whatever powerful or valuable items from the ritual chamber (Ring of Skulls DESIGN) and learn that this crypt was once a place of power used by an ancient civilization. Those ancients tapped the power of the elements to enhance their own lives.

New scenario options: Disrupt more of the cult’s work in another place of power (scenario 5 – Ruinous Crypt) or confront the undead in a place overrun by them (scenario 6 – Decaying Crypt).

City event: A rustic man approaches the mercenaries at the Sleeping Lion asking if they can look for his brother in the Corpsewood. He went there hunting and never returned. The group agrees to look for the missing brother. (Add Road event 65 to the deck)

2. Barrow Lair
Main quest - Boss fight

Road event:

Scenario: The four mercenaries went deeper into Black Barrow, reaching the catacombs below and managing to find the thief and his crew of bandits and undead. It was a hard fought battle, leaving the scoundrel and the spellweaver completely exhausted, but the combined effort from the group was enough to overcome the enemies and recover the lost documents. (+10 gold each, +1 prosperity)
Prior to meeting his death, the thief showed strange arcane powers, raising undead creatures from the bones littering the floors and praising his worship to something called “The Gloom”.

New scenario options: (scenario 3 – Inox Encampment) or investigate “The Gloom” (scenario 4 – Crypt of the Damned)

City event:

67. Arcane Tower
Side quest

The following morning Tanner meets Squeaky, a Vermling Mindthief. He’s been out of town for some time, but is looking for work as well. Lotus and Sunday decide to take some days off before meeting again to head for the catacombs, so Tanner and Squeaky get the map with strange writings and follow its instructions. They journey along the East Road looking for a large wooded area north of the Watcher Mountains. They find a group of Inox warriors fighting a band of armored humans. Even through the humans seem like Gloomhaven guards, the two mercenaries end up helping the non-human Inox and lay low the human attackers. The Inox appreciate the support and thank them (Gain Necklace of Teeth item).

The map finally brings to the ruins of a once-great tower. The writings mention a treasure locked away that would only grow more powerful and valuable with time. Forest creatures protect the ruins and the mercenaries have to run past them to reach the front door. Squeaky gets inside and tries to find a way into the library mentioned in the map, while Tanner keeps back to hold the creatures with his elemental powers. Squeaky manages to get inside the library while invisible and finds it still pristine, with a massive stone golem at its center. The golem speaks: “No! Why have you come here? I have destroyed all there was to take. Why do you force me to kill?”
Tanner gets inside the library as well, leaving the forest creatures outside and the two almost succumb fighting the arcane monster. Tanner finally manages to push him down into a big bookcase and destroy his head with the war hammer. He retrieves the still glowing power core, knowing that some power still lies in there (Gain Power Core item), while Squeaky grabs some books (+10 experience) and jewelry before heading out. (Global Achievement: Ancient Technology I)

Back in Gloomhaven they are approached by a Vermling trying to sell them a piece of something valuable. Squeaky trusts the fellow Vermling and they end up giving all their remaining gold for a foreign contraption (Gain Curious Gear item, Global Achievement: Ancient Technology II).

1. Black Barrow
Main quest

Tanner Arch, a Savvas Cragheart, Sunday, an Orchid Spellweaver and Lotus Enen, a Human Scoundrel, mercenaries looking for work, meet at the Sleeping Lion. They are approached by Jekserah, a Valrath woman, who is willing to pay them 10 gold coins to track down a thief an retrieve her stolen goods/documents.
On their way to the Black Barrow, where the thief is supposed to be,, they join a wood gathering expedition as guards, and end up saving the workers from Vermlings, without any major incidents (+10 experience each). The human even saves a puppy from certain death and brings the animal to the Black Barrow with her (+1 reputation).

Entering the Black Barrow the mercenaries find it filled with bandits and undead, but cannot find the target. They manage to vanquish the enemies (Party Achievement: First Steps) and decide to return to the city to rest before daring the Catacombs below. The human finds a map containing some old writings before leaving (Side Scenario Arcane Library 67).

Avoiding the Sleeping Lion, they head to the Brown Door. After drinking a little, they are still able to handle cultists dealing with blood vials to the city authorities (+2 reputation).

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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