The Nexus of All Worlds

Lost in the Woods
It's necromancy, not neck-romancing in the dark...

The woods are dark and full of terrors… or at least that is what happens to the adventurers as they are wandering the woods. Miniri gets lost, but is shown the way to a small place in the woods where they might find the other ingredients. A small place in the woods that seemed to be a a ruin, but was not. In fact, it was the small house of an old druidess who lived int eh woods by the name of Matoya. The adventurer’s wind up getting their last ingredient, but not before they wind up fighting two undead owlbears. The battle is hard fought and well won, and Matoya, in her younger form it seems, allows them access to the Moonlight Garden that is hiding within her home. They get the supplies they need for the cure that Priest Alveris knows he can make. The adventurer’s rush back.

Upon arriving back at the Abbey, the adventurers are tired.The day is still not saved yet as they must create the elixir to save those who are dying. However, there is one person who is not spoken of by the others. a young man who is on a cot by himself in the far edge of the vestry of the Abbey. No one is willing to talk about the person except for the Abbess herself. It turns out that the man is an actual mage – A Chaos Mage, not wizard. While searching though his stuff, Elrohir finds two scrolls. Elrohir and Selene get into an argument, and while doing so, Elrohir opens the scrolls and destroys them. The party fractures for the night, and yet trouble still ensues.

The Mage wakes up and demands to know who went through his stuff. Upon trying to tell him, Miniri by accident says the wrong name. A calamity of errors occurs, and as a result, Elrohir and Miniri are branded by the Mage before he falls to dust.

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Journey to the Abbey at Castlebury
Magical traps are for thieves...

After ariving at the small temple cloistter to the Goddess of Healing, it was discovered that the strange disease had turned into a plauge and was also causing people to bleed black from their pores. The adventurer’s were sent form Castlebury Abbey with a thought in mind that they needed to find some ingreedients that were there. With these ingredients, they would be able to get whatever plauge was aflicting the residents of the Abbey and the surrounding town under control. Off toweards the Upper Forest of the Annar they headed. While camping on the side of the forest, they seem to wind up dealing with a mischevious tree spirit.

Continuing to hunt in the forest, there was a little hut that they found that appeared to be abandoned. When Miniri tried to pick up a magical item from the hut though, a magical pestle attacked the group. A hard fought battle was won in teh end though, the magical item was distroyed. They left the hut immediately once they had pillaged the cupboards of what was left.

They realized that they did not have everything, so they continued to search for the parts that they might need. They went searching for spiders. It did not take long to find them. A large Black Widow and her brood were making their nest in the forest. Clearing them out, they had another ingredient…

… but what else happens within the woods?

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A Whole New "Guild" World
That's why they invented the adventure board...

The adventurer’s had earned their stripes in their first ever adventure, and even received their adventure book chits. Returning to the Guild, they take a week off, so that they can rest, relax, and retrain themselves.

Looking for another adventure though, Miniri winds up meeting an Abbess of a temple cloister of Lirax located in Castlebury. The Abbess is looking for people to help her find another priest – a more salacious priest of the Valkirya of Pain – Lovintar. Priest Alveris is everything one would expect to find (Except for the part where he used to be a priest of the Healing Goddess), but going to the local temple to the Goddess of Healing, nets them supplies to take back to Castlebury to combat what sounds like a vicious plauged disease – sweats, chills, forgetfullness, and what sounds like people never waking up once they go to sleep. Agreeing to a sum of money (which the abbess was not inclined to discuss, which made the Fighter unhappy), they eventually get money from the Main Temple.

They leave through the East gate and head towards Caslebury. On the way, they fight Boars, and strangely enough, Owlbears. The owlbears are strangely subdued, but they slaughter them anyways.

They continue on towards the Abbey of Lirax… What could they find next?

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The Adventure Continues...
Diplomacy can't help you now...

Kobolds appear to be a problem within the dungeons of Asad that the adventurer’s try to reason with (only partially successful) but sadly, it falls through as the newly found group is not cohesive enough to pull it off. Kobold, more than they were expecting, pour through the small area – The Cult of the Flame as it were – and at the insistence of a strange and gray-skinned oracle, attack the adventurers. They manage to gather the pollen of the flowers that they need and escape with their lives intact.

Upon reaching the city of Razjin once more, they give the supplies to the sage Saphire, and he looks into the object they bring. When he does so, he in horror tells the group that they have in effect found a terrorist weapon which he will be having transported out into the Chaos Planes, just beyond the city of Vox. He pays them handsomely and tells them that they should find something else to do. He gives them a chit for the Guild.

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The First Adventure on the Books
Asad's Keep - Hope we don't die...

The adventurers are having an arduous time inside of the crumbled fort of Asad. The adventurer’s discover that there must be more than one well within the ruin as the well that the Ghoul Maurit leads them too is imbued with a Haunt! The Haunt fills some of the adventurer’s with despair, causing them to throw themselves into the well. Finally, the Paladin smites the well and they bury the body they discover at the bottom to give it rest. A full eight day goes by as they rest again to go back into the crumbling ruins to find what the Saphire Sage has sent them for.

In the interim of healing up the thief, the Barbarian and the Bard go back into the ruins to see if they can find the well while the other well (or could it be because the Bard was bored?). Maurit takes this moment to attack the Bard as he is attacked by a skeleton and try to savage him. The Bard barely escapes, but the Barbarian uses his powers of skin-shifting and destroys the ghoul once and for all. They head back out for healing, the Barbarian princess carrying the unconscious Bard back outside. The Paladin and the Fighter are annoyed at the fact that they seem more of a Medic team for the college of Healers than the fighters they are purported to be.

Heading back in a third time, they find the Aspect of Water, which is also as broken as the Aspect of Air. Upon setting it off, they wind up startling a Blindheim which attacks them as well. They kill it, but what else might be waiting for them within the tunnels and rooms as they search for the ingredients for Saphire?

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Steering Fate
Why you gotta test me all the time?

The adventurer’s return Sceithu’s statue only to find that it is an actual Black cat, the child is actually a child. They also meet with Piper, a 13 year old girl who happens to be the High Preistess of Sceithu. She offers them help if they ever come to the temple in small healing.

They had found a Blue Vial that seemed to glow strangely in the Cassinian Doppelganger’s treasure with the cat statue. They head towards the temple of Mystheria to find someone there. They instead head into the Knowledge district to meet with the sage Saphire.

After meeting with the “Saphire Sage”, the adventurers are told to find a specific herb in order to figure out what is going on with a glowing blue vial (provides pale light up to ten feet – low light, just for reference). They are told that they can find some of the plant for the needed ingredients over at an abandoned outpost on the Phexian Bay. He says he can give them a map to find it, but they would have to get the map themselves from a test room. He sends them to a testing room, in which they go through some small traps and trials before they get the map.

Other people also would like to see what is going on though ( The Merchant Prince Aaquir al’Hakam ) and meet with the adventurers to ask them to look into finding trade agreements that might still be within the walls (SIDE QUEST!)

As is the reality, the greatness of the Saphire Sage has three secretaries – Tiffany , Tiffani, and Tifini; who all pool money together in order to allow the adventures to become a part of the Adventurer’s Guild. This would be considered the first Adventure on the books and allow them to gain prestige, as well as services through the guild.

Upon reaching the abandoned Alazami defense post, they meet another Guild member who is in between transformation to a ghoul. She has offered to help them (she’s a little like Gollum…) to the best of her abilities.

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The Quickfingers Taverna
When drinking isn't enough...

With the discovery of a strange doppelganger having stolen the statue that the child god Scaithu needed, the adventurer’s get it back with some tough thinking and a fight. Defeating the family – which turned out to be the same person – they retrieve the statue and hopefully decide to return it back to Scaithu in order for the much promised reward…

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A Grand New Adventure
When things always go wrong...

AFTER having their belongings stolen by children on the Via del Dios, adventurers follow the miscreants to a shabby temple to Scaithu – The God of Walking Silently – who is usually only called upon by drunken men when they arrive home late at night. Upon the return of their belongings, he asks if they would be willing to help him recover his Herald, a black statue of a cat. The only thing he seems to know is that the miscreants went off to the Tavern after stealing things from him…

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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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