Adventure Log - Week Four
The Ruins of Evil

The Ruins of Evil

The fourth chapter of a grand heroic tale of good versus evil. Penned by the esteemed scribe Belkas Silverquill

Having taken a moment to regain their strength, our band of heroes once again set out to search the ruins. Spreading out and searching the chamber, they soon find a secret door and venture onwards. They soon find themselves in another large chamber, where they surprise a group of gnolls. After a brief battle, the gnolls are slain, but it seems the commotion has drawn the attention of even deadlier foes… a group of Ghouls and a Ghast. Again, these mighty heroes fight for their lives. Just as the group seem to be gaining the upper hand, Silas checks on Rethidoor. As he does so, he spies a shadowy figure through an open doorway. He prepares himself, expecting this newcomer to attack. And attack he does, stepping out into the chamber he fires off a flurry of magic missiles – directly at the ghast, killing it. The remaining ghouls are soon slain. The figure reveals himself to be Spugnoir of Hommlet, and expresses his relief at finally finding some allies.

Finding a safe place to rest and talk, the group tell Spugnoir of his daughters worry for him and of their promise to her to find him. He is grateful for their concern and assistance, and tells them of how he came to be trapped in the ruins when the dragon arrived. He witnessed the dragon slay the cult leader, and fled into the ruins to hide. The group show him one of the items taken from a table in a chamber – a black tube containing a scroll. Spugnoir studies the scroll, but is unable to decipher the language. He thanks our heroes for his rescue and prepares to depart. They tell him of their decision to continue to search the ruins, and he warns them of the danger, telling them that he overheard members of the cult discussing that they had found… something. He believes that whatever they have found to be a means to greater evil. Spugnoir and the party then go their separate ways.

The heroes continue to search the corridors and chambers, but seem to only find ransacked rooms, ruins and debris. Eventually another secret door is found, behind which is a stairway leading down. Beyond the stairs are more winding passageways. Following one of these passageways leads to room containing six straw mattresses and an assortment of bags and satchels. Searching the room reveals nothing of value… except for a locked chest. Silas goes to work on the lock, and in no time it springs open. Triumphantly, he opens the chest which triggers a hidden trap! Only his quick reflexes saves Silas from serious harm. The items are quickly looted.

Making their way through the other passageways, they come across a group of gnolls, which they quickly slay. Continuing on, they find themselves in another room containing six straw mattresses and an assortment of poorly maintained weapons and armour. The room smells of wet fur.

Following another corridor, they find that it ends abruptly at a stone wall. The stone is clearly different from the walls, but the group can find no way around or through the wall. Baffled, they decide to leave it for now and continue their search.

Retracing their steps, they find another winding passageway which eventually leads intersects with a set of stairs leading down. The group hesitate, unsure whether to venture onwards or down the stairs. In this moment of hesitation, a horribly deformed figure lunges from the shadows of the stairs and attacks. Another Ghast. The group slay this lone attacker, only to spy more figures at the bottom of the stairs – a human Cleric and scaly lizard creatures. Our heroes once again charge into battle, and are eventually victorious. Searching the body of the slain Cleric reveals he is wearing a pendant of the same symbol they had found on the other Clerics. The lizard creatures are also wearing pendants of a different symbol, but this one has also been seen by the group before – on the body of the female in they found in the manor.

The group become aware of how cold the area is… of an unnatural feeling chill not just in the air, but the walls and floor. Before them lies an open pit. Water seeps from the walls and flows down into the pit. A set of ropes and pulley’s are suspended above the pit, and there is a large, flat stone nearby… the same size as the pit. The group also find a strange statue next to the pit, a rectangular block with different figures carved on each side.

Leaving this area, the group return to the top of the last set of stairs and continue along the corridor, only to find that it leads to a large crypt…

What evil now awaits our heroes? What lies ahead in the crypt? What is the significance of the strange statue by the pit? Could this be the ‘thing’ the cult found? So many unanswered questions, the answer to any one of them could mean their death… or worse!

Adventure Log - Week Three
From Hommlet to the Ruins

From Hommlet to the Ruins

The third chapter in an exciting tale of high adventure and heroic deeds. A retelling penned by the acclaimed scribe and scholar Belkas Silverquill.

Within the comfortable setting of the Inn of the Welcome Wench in the village of Hommlet, our heroes are engaged in conversation with the bard Rethidoor Halfmoon. He is pleased to see them again, but is surprised to hear about the raid on Gustav’s manor. As they continue to chat, Rethidoor tells of his desire to write an epic sonnet, a ballad of grand adventure and heroic deeds of such scale as to be the greatest tale ever told. He asks if he can join our heroes and write of their adventures. Even though he admits to having no combat experience and only limited mastery of magical arts, they agree to allow him to join them.

The next morning the group prepares to leave town. Arnisil pays a visit to the nearby temple and speaks with a cleric within, but learns nothing new of note. Dinky and Paradox set off to find Spugnoir, but instead find a young girl of about 10 sitting on the doorstep of his shop eating the largest sticky bun either of them have ever seen. She introduces herself as Spugnoir’s daughter, and explains that her father is out of town. When asked where he has gone and when he is due to return, the girl explains that he has gone to the ruins to keep an eye on things, but has been gone for a few days now and should have returned. She tells them he usually returns within a day. Paradox senses that the girl is worried. They reassure the girl that all is well, and that they will go and look for him. They then quickly return to the Inn to speak with the others. On hearing the news, all are agreed on the same course of action… go to the ruins and find Spugnoir.

Soon they are on the road headed for the ruins. Our heroes have not travelled far when they come across a trapper by the name of Dell. He tells of seeing strange, gnoll-like creatures in the ruins. But of more concern, he claims to have seen a blue dragon enter the ruins, and believes it to still be there. Despite the danger, the group decide to continue on, and before long reach the ruins.

Although once a might structure, very little of it remains standing. Surrounded by a stagnant moat, the keep seems to consist of a partially destroyed manor, crumbling outer walls, a collapsed tower and dilapidated remains of a gatehouse. An overgrown path leads to a drawbridge crossing the moat, with the ruined gates of the guardhouse open.
As the group approach the drawbridge, Dinky passes closely to a large pool of foul smelling water. A giant toad suddenly breaks the surface and attacks, only to be struck down by Gol’kosh.

Paradox notices that his wolf companion seems reluctant to continue. He communes with the wolf and learns of the presence of scarey creatures, big lizard and many dead things. The wolf definitely fears to enter.

Despite this, the group carefully enter, and spread out in the courtyard. On the far side of the courtyard stands the remains of the manor. Whilst the upper level is in ruins, the ground level appears relatively intact. As they make their way across the courtyard, a large blue creature leaps out of the manor through the ruined doorway and attacks. A dragon! It roars in anger “Who dares enter the lair of Untreshemon!” It spits lighting at Paradox and the battle joined by the others. Despite the fearsome reputation of dragons, the battle is soon over with the great beast slain by Gol’kosh.

The party enters the manor and finds the half eaten remains of a human corpse. By the manner in which he is dressed, they believe he was a Cleric, however the symbol on the pendant worn around is neck is not recognized to any in the group. A second corpse, this one of a woman is found nearby. Despite a thorough search of the ground floor, little else of value is found. What is discovered are two stairways leading down, one of them hidden behind a secret door.

The group decide to take the secret stairway. At the bottom they find a door which looks to be a long time closed. Edging the door open, our heroes find themselves in a large, pillared chamber – but they are not alone. A female Cleric and two gnolls stand near a covered table with strange items upon it. The group attack, and the gnolls are quickly slain, but the Cleric has retreated to the rear of the room. Silas takes a small black sphere from the table, but is seen by the female Cleric who demands he put it back immediately! Unsurprisingly he ignores her, so she opens the door at the rear of the room and screams out the command “attack!” Several skeletons emerge from the room, including the skeleton of a large owl bear, and attack the group. Gol’kosh flees to the far side of the room where he seems to cower for a short time, as the other attack. Arnisil calls on the favour of his God, destroying several of the skeletons. The remaining abominations along with the female Cleric commanding them are soon slain.

A search of the room from where they emerged reveals the strange words “Death to all owl bears” engraved in one of the walls. The group note that the female Cleric is clad in the same robes as those worn by the dead Cleric found on the ground level. She is also wearing a strange, unrecognized symbol around her neck. What strange cult have our heroes stumbled across? And why are they inhabiting these ruins? Will they discover even greater evils if they continue searching these ruins? And what has become of Spugnoir? Is he a part of this cult? Is this why he comes to the ruins? Or has he perished at the hands of this strange, unknown cult? Only by facing greater dangers will our heroes find the answers to these questions, but do they have the skill to survive the evils that must surely lay ahead?

Adventure Log - Week Two
Into The Thieves Den

Into the thieves den

The second chapter in the grand adventure of a band of brave heroes. Accurately recounted by the renowned sage Belkas Silverquill.

Having defeated the bandits, our heroes gather in the remains of the tower to decide their next move. A quick search of the upper level of the tower reveals nothing other than a commanding view of the surrounding forest.

The hole in the ground level floor appears to be as a result if the staircase having collapsed, with a sturdy but well used rope being the only way down. Gol’kosh begins pulling the rope up, and a faint ringing sound can be heard from below. Gol’kosh continues, and finally the full length of rope is retrieved, with a quaint little bell tied on the end! How clever of the bandits.

The group then return to the remains of a wall near the statue, where an entranceway had been opened up by Silas. A strong but obviously old iron ladder leading down is set into the wall. Gol’kosh is first to climb down the ladder, followed by Silas and then the others. A short distance down, one of the rungs gives slightly underfoot, accompanied by a faint click. A spear shoots out of the wall aimed at Gol’kosh’s chest, but stops short. It appears that the mechanism is stuck. The spear trap is rendered safe by Silas and the party continues on down.

The ladder ends in a small room with a closed door at one end, which is firmly jammed. A deft examination of the door by Silas reveals no dangers and Gol’kosh is able to force it open. The next room is full of boxes and crates, but contains little of value. The door at the far end of the room is slightly ajar, and faint voices can be heard. Opening the door, Gol’kosh can faintly see several figues standing together talking in hushed voices. Bandits! They are in a large chamber, and their attention is focused in the opposite direction, with weapons at the ready.

With a blood chilling roar, Gol’Kosh charges the bandits, taking down two of them with a mighty swing of his axe. He is quickly beset by the remaining scoundrels and the fight is quickly joined by the others. But these foes are not as quick to die as their companions were, and the battle is soon joined by another mighty half orc – Steelclaw! With the last of the bandits slain, our heroes full attention turns to Steelclaw. With little regard for his many wounds, Gol’kosh charges at Steelclaw, but despite his battle rage, his wounds are grievous, and he is slain by the bandit leader. Unable to save their companion, the remaining heroes continue the battle and eventually slay their foe. It is only then that Arnisil realizes he might have been able to save Gol’kosh, but he hadn’t been close enough.

Silas surveys the chamber they are in. At the far end is a pile of stone rubble. This is presumably the remains of the towers staircase. Near where the battle was fought, Silas finds the fruit of the bandits labors – piles of stolen merchandise. But the size and weight of the items makes it too difficult to take. The heroes loot the bodies of the bandits, and Paradox takes the head of Steelclaw as proof of his death. Little discussion is needed to decide upon their next course of action. They must quickly return to town and seek aid for Gol’kosh, as he is beyond their ability to heal. With great effort, and sadness, they raise his body to the surface. Taking the bandits horses, they quickly head for town.

On their return to town, our heroes are shocked to see that Gustav has been injured, wounded in a skirmish. His shoulder is heavily bandaged. His guards are clearly on edge. Something of great consequence has occurred. Gustav quickly waves off their concerns for his injuries. They are minor, he assures them. They attempt to inform Gustav of the events at the ruins, including the slaying of Gol’kosh and Steelclaw. But Gustav appears preoccupied, and responds by telling them of the attack that took place just after they left town. It is not until Paradox drops the head of Steelclaw on his desk that Gustav begins to comprehend what has happened. Silas insists that is anything can be done to save Gol’kosh, it be done now.

Gustav leads them to the temple of St. Cuthbert, where his influence gains them an audience with the Abbot. At Gustav’s command, the Abbot retrieves a scroll and calls for assistance. Gol’kosh’s body is carried off to a chamber where a ritual of resurrection is performed. Only then does Gustav continue with his recounting of events.

The night after the heroes left town for the ruins, Gustav and his guards were attacked at Gustav’s estate. No description of the attackers could be given by anyone, other than three shadowy figures. The purpose of the attack, it would seem, was to steal a flaming short sword Gustav has had in his possession since the fall of the Temple of Elemental Evil. It was, in fact, a trophy of sorts, taken off a slain foe from the temple. Gustav now suspects the sword to be a holy relic of the temple. Indeed, he now recalls it had a strange symbol cast on the pommel.

Zert seen in town the day before with 2 companions, Gustav attacked by three unknown assailants the following night, and a flaming sword looted from the Temple of Elemental Evil 15 years ago stolen! Surely this is no coincidence. Gustav insists that the heroes make their way to Hommlet and inform Elmo of these events in person, as soon as they possibly can. He suggests they spend the remainder of the day preparing for travel, and insists they join him at his estate this evening for evening feast. He tells them that there is somebody he wants them to meet before they set off, and he will be at Gustav’s this evening.

Having spent the day in preparation for the upcoming journey, our band of heroes are looking forward to a hearty feast when they arrive at Gustavs estate early that evening… and they are not disappointed! All manner of dishes have been laid out for them, as well as the finest ales in town. The person Gustav wants them to meet turns out to be well known to them, only for different reasons. It is the old man, known as Spurt, from the tavern – the old man with the dog, whom he brings to the tavern to show off his new trick to the patrons, who soon find out that it is the same old dog with the same old trick! But this night, Spurt tells a tale from his youth, when he and another by the name of Hedrack were given the task of draining and clearing a swamp for the building of a keep. Hedrack was excited by the project and could barely contain himself, but to Spurt it didn’t make sense. Building a keep, out here! A keep of strong walls and deep dungeons – a keep that now stands in ruins. Gustav finishes the tale by reminding them that it has been 15 years since he was last there, and it was destroyed, the dungeons collapsed – nothing was left, but he concedes that he may have missed something…

As the night goes on, Gustav gives Silas two letters to deliver in Hommlet – one for a woman named Cynthia, the millers wife and another for Ostler Gundigoot, the proprietor of the Inn of the Welcome Wench.

The next morning the party sets off for Hommlet, arriving 4 days later after an uneventful journey. Silas insists the first order of business is to deliver the letter to Cynthia. The mill is easily found, and Silas goes on ahead of the group. Not a lot of work is going on at the mill, but the workers are nearby, sitting under a tree talking casually. Silas overhears a conversation they are having concerning an individual by the name of Sart, whom he presume to be a fellow worker, and Karlun – the miller? Whoever Karlun is, he has been away for three days, which is seen as unusual as he has never spent more than a day away. The workers seem to be doubting he will return. Of Cynthia, there is no mention.

Silas returns to the group and they make for the Inn of the Welcome Wench. Much to their surprise (and dismay) the bard Rethidore Halfmoon is performing for the patrons at the Inn – coincidence, misfortune, or something more sinister? A woman who introduces herself as Vesta welcomes them to the inn. When asked about Ostler, she informs them he is her father. When told the group have a letter for him, she snatches it from them and reads it. Infuriated, she storms off and confronts an old man, presumably Ostler. After a short discussion, Ostler is heard to say “Rubbish. Gustav’s credit is good in my inn!” He approaches the group and informs them they are welcome to stay for as long as they care to. They get to talking, and it is very obvious that Ostler enjoys whiling away the day telling tales of years gone by. When asked about Cynthia and Gustav, he tells a tale of years ago when the two were very close, but Cynthia chose to marry Karlun the miller. Eventually Ostler moves on, wishing them well, and Silas opens the letter to Cynthia. It is much as expected – a deeply person letter to a lost lover.

Determined to investigate the reason for the millers absence, our heroes return to the mill, this time approaching the house next to the mill, obviously the residence of the miller and his wife. They knock on the front door, but there is no answer. Paradox notices a bird in a nearby tree – a bird of metal! As he points this out to the rest of the group, they are all surprised when the birds head turns in their direction. Whilst pondering their next move, voices are heard from the mill. Looking over, the group see the mill workers standing off to one side, whilst a rather large male approaches the group, firmly announcing that the mill is closing for the day. Silas enquires after the miller and his wife and is bluntly told they are out of town. Silas calmly explains that he has an important letter for the millers wife. The stranger offers to take it and give it to her on her return, an offer which Silas refuses. The stranger shrugs and suggests they return in a few days. Gol’kosh takes a step forward, but a restraining hand from Silas prevents him from taking any further action.

The group return to the inn, by which time Elmo is there. They approach him and tell him of the events in Oakham and of Gustav. Therein follows lengthy discussion concerning the flaming short sword, Zert, and the Temple of Elemental Evil. Elmo goes on to talk about the Green Iron Gang, and the old settlement of Nulb, which is now a ghost town. Elmo agrees with Gustav’s suspicions, and further suggests that there may be some connection between the Green Iron Gang and the Temple. They continue talking until well after dark, at which point the group excuse themselves and leave the inn.

They return to the millers house, careful to avoid the gaze of the strange metal bird. Finding a window at the side of the house, Silas deftly slides it open. All can clearly see that the interior of the house has been ransacked. Dinky slips in through the window and casts a spell. He learns that the last person in the house was Toridan the half orc, and that was three days ago. Silas enters the house to search it, returning to the open window a short time later declaring that he found nothing of interest. With little else to go on, the group returns to the inn.

On returning to the inn, they are approached by the bard who enquires of them if they were at The Lost Prince inn at Oakham on the eve of his performance, just a few nights past? When they inform him that indeed they were, he appears to be overjoyed and asks if they have travelled all this way just to see him perform again? Does this fool truly believe that anyone would travel such a distance just to hear him sing? – a second time? Or is there more to this travelling minstrel than first meets the eye (and ears!). Is it simply coincidence that he should be here, at this very inn our heroes have been sent to, at a time of such strange happenings? Or something more sinister? Might this bard know something of these events? And what of the miller and his wife, what has become of them? And who is this Toridan? So many unanswered questions – but what sinister plots hide behind these questions, the answers to which may have deadly consequences!

Adventure Log - Week One
The adventure begins...

The Adventure Begins
The first chapter in an epic tale of heroism, loyalty and treachery. Researched and retold by Belkas Silverquill, scribe, scholar and historian of high standing.

Here begins the grand tale of the great adventure undertaken by our band of extraordinary hero’s. Arnisil, an Aasimar cleric of devout faith. Dinky, a skilled wizard of Gnomish decent. The enigma that is Silas, a roguish Human. Paradox, an odd but powerful Human druid. And of course Gol’kosh, the fierce half-Orc barbarian.

Our tale begins as so many epic tales do… in a tavern. But not just any tavern. A tavern named ‘The Lost Prince’ in the town of Oakham. Having not worked for several days, our heroes have come looking for a night of good food, drink and entertainment, as it is widely known that a travelling minstrel will be performing this night at the tavern.

Our heroes find themselves an empty table and order their favoured refreshments. The tavern has drawn quite a crowd on this night, many of them are townsfolk whom are easily recognized by the heroes. But at the next table over are a couple of strangers not known to them. A hooded and cloaked figure with his back to their table sits opposite a large, dark skinned warrior who appears to be ever alert and watchful.

On the table behind these strangers, in a poorly lit corner of the tavern, sits a women of noble bearing and appearance. Dinky, who has extensive knowledge of the Royal Family and local nobility, does not recognize either the woman nor her family sigil, which he finds strange…

The minstrel starts playing and soon the locals in the tavern are clapping along with the music. This minstrel quickly proves himself to be a musician of great talent. As the applause dies down following his second tune, the minstrel introduces himself as Rethidore Halfmoon, and announces that he could think of nothing more fitting than to recount the tale of the lost prince in the tavern of the same name. He then, quite enthusiastically, begins singing the well known ballad. Having proven himself an excellent musician, it very quickly becomes evident that he is an extremely poor singer. But the tavern crowd is quite polite and allows him to finish with little heckling.

As the minstrel returns to playing just music, the mystery noblewoman catches the attention of Arnisil, and motions for him to join her. At her invitation he seats himself in the empty chair on the opposite side of the table. Introducing herself as Vanessa Callestran, she explains she is seeking to employ people with particular skills and talents. She then asks Arnisil a number of questions regarding his exploits, which God he follows, the abilities of the other members of his group and other such matters. Seemingly satisfied with his answers, she rewards his time with a silver coin and Arnisil rejoins the group. One by one, the other members of the group are similarly summoned and politely quizzed by the mysterious noblewoman, but nothing is learnt concerning the reasons for her enquiries. All that is, except for Gol’kosh, who ignores her summons. Last to be summoned is Dinky, and he is most suspicious of this woman. Before she can begin with her questions, Dinky asks a few questions of his own. It soon becomes apparent that this woman is clearly not who she claims to be. As he attempts to sort through the tangle of her claims and contradictions, her visage appears to shimmer, and he is certain that he catches a glimpse of a very different person sitting where the noblewoman is sitting. Feigning illness, Dinky quickly excuses himself and returns to the others. On recounting his experience to the group, Gol’kosh takes up his axe and confronts the woman. When the noblewoman does not react to his demands and threats, he turns on the other two strangers intending to confront them. Instead he catches the hooded and cloaked figure in the act of conjuring a spell. Distrusting magic from the hands of strangers, Gol’kosh reacts in the only way he knows how. With a mighty swing of his axe, he strikes a crippling blow to the stranger, interrupting the spell. Dinky, in a desperate attempt to stop this madness, shrouds the area in webs. The dark skinned warrior quickly draws a flaming sword and with obvious skill, clears the area around them and the noblewoman. Then, in a flash, they are gone!

With naught else to be done, our group of heroes clean up the area and make good their explanations. They are soon fronted by the tavern owner, and learn that the trio did indeed take rooms at the tavern. Having paid for the damage, along with a handsome amount of coin for the trouble caused, they ask favour of the owner not to disturb the rooms occupied by the strangers until the morning, to which he readily agrees.

As activity in the tavern returns to normal, a messenger arrives and informs the heroes that Gustav, their employer, wishes to see them in the morning. Given the events of the evening, the group decide to retire for the evening.

At first light, our heroes return to the tavern where Dinky uses his magic abilities to learn the identities of the occupant of each room occupied by the three strangers encountered the previous evening. The woman is revealed to be a human by the name of Tessimon. The warrior is also a human who goes by the name Zert. And the hooded figure? A half-Orc known as Heunar.

Armed with this new knowledge, our brave adventurers make their way to meet with Gustav. They tell him of the previous evenings events, and reveal the names of those involves. Gustav’s reaction surprises them all – his shock and surprise at learning that Zert had been present in town is clearly evident. He is deeply troubled by this news. He explains that Zert was involved in the disappearance of the prince, and was a guard commander with the Temple of Elemental Evil. Some of the heroes recall seeing a smile on Zert’s face during the ballad of the lost prince. Gustav goes on to tell of his involvement in destroying the Temple of Elemental Evil some 15 years ago. He goes on to reveal that he fought alongside Dinky’s brother, who was lost when the temple fell. Gustav tells the long tale of the fall of the temple, and of Zert. But with no leads to follow, Gustav can see no point in pursuing the events of the previous evening – where would they start?

Instead he tells them of a request from an old friend of his, who also fought by his side against those devout to the temple. Three bandit leaders thought to be in the area, operating under the name of the Green Iron Gang. An ongoing thorn in the side of peace officers everywhere, as no sooner were all known members of the gang killed or brought to justice, that others would appear wreaking havoc under the same banner. These three were no exception… Gerrick Strong In The Arm, a dwarven pit fighter. A female cleric of Hextor known as Iron Hilda. And the third leader only known as Steel Claw. The latest word was that they had taken refuge in an old ruined fortification in an area of the Gnarley Forest to the east.

Our band of heroes gather their supplies and set off in search of these old ruins. After a day of travelling, they set camp and settle down for the night. Just before dawn, with Arnisil on watch, strange movement is heard around the camp. Arnisil wakes the others and a search conducted. A giant spider is found encircling the camp in web, but is quickly dispatched. To the amazement of the others, Dinky speaks with a bird and learns the location of the spiders lair. With this knowledge, it is quickly found, but another giant spider is present. Again, it is quickly killed, and a modest sum of coin located.

Our victorious heroes are soon on their way, and by about noon they soon come across the outer perimeter of the ruins. Further in, they sight a low tower that appears mostly in tact. As they make their way forward, they come under fire from archers in the tower. Forced to split, Gol’kosh and Paradox make for the tower as the others take cover behind the remains of a wall. After a few attempts Gol’kosh smashes in the door to the tower and aided by Paradox’s giant bear, reduces their foes to bloody corpses. Inside the tower, Gol’kosh finds an open pit takes up a large area of the floor in the tower. A rope hanging over the edge of the pit leads down, and an iron ladder set in the wall leads up.

Meanwhile, a statue behind the wall catches the attention of Arnisil and Silas. Arnisil translates an inscription in the base of the stature – “It is made of timber. If you have it, you have to look for it. When you find it you have to get rid of it.” Silas touches a series of runes on the base of the statute to spell out the word “S P L I N T E R” A section of the wall near the statue opens up, revealing a tunnel leading down. Out of the ruins, thorny vines lash out at them. For some reason these vines appear to ignore Silas, who is the closest to them, and instead entwine Arnisil, crushing the life from him. Unable to breath, Arnisil soon falls unconscious. The vines release him and seek a new victim. Alerted by cries for help, Paradox leaves the tower and rushes to help. After a short struggle, the vines are slain, and Arnisil’s health is restored.

Catching their breath, our heroes are now left with a decision. Do they explore the tower first, or the opening in the wall. Who’s voice will carry more weight in making this decision – a decision that none of them have any way of knowing what consequences it will have…

1st session
Do we really have to start in a tavern?

Of course you have to start in a Tavern.
This is D&D.


My home is in Hillbank

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.