Rescuing Raddichio

Dungeon Delve
Mapping the way out!

Entering a room filled with helmed horrors and secretly a mind-f layer, the heroes had no idea what lay in wait for them. They put up their best effort in combat, but one mind-blast rendered many of them dead once again.

It was at this point that Ptramu arrived, laughing at the heroes. How could they ever hope to beat him, he asked, if they could not plan strategy together? If they did not work as a team? With a flcik of his wrist, he destroyed the enemies, rendering them only dust.

"I shall keep you around," he told the heroes, "because you pose no challenge whatsoever. In time you might be a threat. But you must be able to live first."

With that, he disappeared back to wherever he came from.

Despondent, but refusing to give up their quest, he heroes continued to explore the dungeons. They wound their way past dead ends and into a small room where they handily defeated three gelatinous cubes— but not without three of their party accidentally being sucked into said cubes. Following the bizarre and winding labyrinth, they made their way into another room, where they were greeted by eight apes and one giant ape.

Despite an attempt to not shoot this ape, which they named Harambe, they eventually defeated all of these enemies. A sleep spell sent two of the primates to sleep, and the smaller apes were all quickly dispatched by the heroes. Finally, it only remained to destroy the giant ape— which the group did.

One of their draconic sorcerors, however, who had aged previously in a spell mishap, proved yet again not to quite understand their magic. They had aged from 15 years old to 25 in the first mishap. In the second mishap, they made the enemy grow double it's original size. This still did not prevent the heroes from slaying the nearly dead primate.

The apes held a vast treasure hoard that the heroes availed themselves of. They are currently negotiating on who retains what holding. The fighter Kira is acting as the bank for the group, under the direction of the party leader Katagariss. 

One door leads deeper into the dungeon. One door leads them on in their quest. And faintly behind the door there is the presence of magic… many magic items, and a great spell having been cast recently. 

All Heroes Die, but the Spirit Lives On
Watch out for dragon breath!

It only took around 60 seconds to defeat the three blue dragon wyrmlings that attacked the party. But it only took that many seconds for about half of the heroes that set out to die. Two dragons used their breath weapons, sending scorching flames out and eventually fatally wounding many heroes. One hero, of the same draconic lineage, managed to withstand the onslaught, but not without questioning his commitment to the fight. Another hero miraculously survived every bit of fire and flame unscratched. Surely their gods were with them!

After the round of combat, those standing were removed to the cells. Healed and prepared for another fight, they heard a chanting coming from the coliseum: "Floof! Floof! Floof! Floof!" Deciding that discretion is indeed the better part of valor, they chose instead to investigate the scratching coming from the back of their cell.

As they rested, and their dead were buried within the coliseum, they were visited by their gods. Several of the heroes, who had been buried, re-appeared. They had been given a choice of death or giving something up to the Dark Fae God-Queen Illith. Others, touched by Gloriana, the Light Faerie Queene, returned to life. Those that lived found themselves bestowed with the blessings of their gods, and suddenly became more powerful.

Returning to the scratching in the cell, they investigated and found a goblin named Trauma Imp, who was tackled and quickly disappeared after revealing that he would help them from time to time obtain their objective— he would help them find the Dark Wizard Ptramu. Perhaps it seemed odd to those present who remembered their mission: they were to stop Ptramu, which need not require they find him.

Nevertheless, the party made their way into a dungeon. They discovered a shrine to Ptramu with incorrect depictions of famous events in the war between that wizard and the rest of the world. They also discovered a trick door, hidden in the right wall, that when opened began to slowly shrink the shrine-room. After quickly exiting, they could no longer go back. They must press forwards. 

The party entered another shrine room, this time to the god Orm. It had been torn apart and used as a campsite. Three metal-wrought suits of armor arose and began moving towards the group. Still worse, several of the clerics had the uncanny feeling that something worse watched them from the shadows of the room…

From Cells to Colliseum
Don't Poke the Dragon

The adventuring part managed to make their way out of trouble and into more trouble. Placed in prison, they faced either some skittering from behind them, a strange sound, or clapping and applause in front of them.  They chose to break forward, and found themselves in a seven-story tall coliseum, immediately set upon by blue dragon wyrmlings in some great contest. 

The Story So Far
Moral: Those Who Burn the World Burn Themselves

Between 15 and 20 adventurers were spared from the plight of all others. A last gasp act of magic against the coming darkness by a great wizard sent these adventurers whirling towards a dark island where a banished God resides.

Approaching the island on a flat boat, the party were attacked by Sahaugins and sharks. The party valiantly defeated the monsters, with the additional casualty of a dodecapus. One party member lopped off a tentacle from the dodecapus, and wore it as a hat, which disintegrated upon each poke. 

The dread dodecapus

After landing, the party decided to go through the Merchant quarters. One party member decided to attempt to rob the nearest person to him. That person in question just happened to be a centaur. This led to a fight with the centaurs in which two party members apparently perish.

However, after surrendering to the police force, they revived both adventurers, and dragged the entire party to jail. They were not robbed of their weapons, but they were placed in one jail cell. Outside the cell they can hear a pounding. And from the rock back of the cell there is a slow chnk-chnk-chnk.

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.