The Tests

Session 4
The Lands of Barovia

Leaving the now destroyed Durst House, seemingly cleansed of its former evil, our party meets with two strange travellers. After questioning the loyalty of their Drow companion, and offering to kill him to keep them safe, the party politely decline and are provided food and shelter just outside the town. Here they learn about their true quest: Destroy Strahd! Our new, maybe allies, Simon and Rose offer some advice. Seeing the half-orcs of the group Simon suggests visiting the newly established Half-Orc village to the North or exploring the Town of Vallaki to the North-west. Our party decide to travel to the Half-Orc village hoping that meeting some of their kin will help rally the Half-Orcs to their cause. Entering the woods to the west of Barovia our group learn that Simon and Rose are no longer welcome in Vallaki for having extreme thoughts on destroying Strahd. Midway through conversation an ambush of Strahd Zombies and shadows are ready to destroy the party. Adrick is taken aback by Branka’s new ancestral guardians, and Rose appears to cast a terrifyingly evil spell. A massive shine of light spreads from Adrick’s holy censer obliterating the shadows and leaving the zombies weak enough for the party to take down. After the battle a mysterious swirling smoke takes a familiar form. Strahd himself has come down to inspect his new entertainment. After sizing up the party he leaves as quick as he arrived. Undeterred, our party makes their way North to the village of Olth. A town Pawler instantly recognizes is littered with Spider imagery reminiscent of Lolth – the Spider Goddess of the Drow. After being invited into the village to speak with the High-Chief Garif the group learns they must prove they are warriors worthy of the Tribe’s trust. They are implored to enter the woods at nightfall and return with fangs and stingers of the giant spiders that haunt the woods. In the meantime Adrick returns to his quarters and prepares for the dangerous task ahead. Branka and Milton explore the town and return with some armour. Pawler discovers a long abandoned temple of Lolth that the Half-Orcs have not restored yet. Exploring the rooms of the church Pawler discovers the High-Priestess’ quarters with a dusty leather tome and a secret drawer. Opening the hidden compartment Pawler is blasted by a fireball from a hidden trap. After shaking off the fire, he finds a ring and a couple health potions. With that the company returns and waits until nightfall for their Spider hunt…

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Session 3
Escape from the Death House

After a much needed rest our adventurers head out once again to explore the rest of this dungeon. Traveling to an unexplored area of the dungeon our team finds what must be the living quarters of the former cultists. Exploring the area they find some otherwise uninteresting items each adorned with ornate gems, and a silvered shortsword. Finding a set of stairs the group travels down even deeper into the dungeon as the mysterious chants get louder and louder. The stairs lead to an antechamber full of relics. While all of them look to be magical, they are destroyed with relative ease. Following the chanting the group finds a locked gate. After a skillful negotiation of the gate, that involves both trying to beat it down and then finding a lever to open, the team enters the ritual sacrifice room. Our Dwarf, eager to cleanse this house of evil jumps upon the raised centre pillar. After a while the source of the chanting is discovered. Robed spectres are circling the high roof of the room seemingly waiting for a sacrifice. Not giving into the will of these evil ghosts Adrick jumps down off the pillar that supports the sacrificial altar. Angering the spirits they unleash an evil shambling mound to make Adrick the sacrifice they desire. After a great battle that ended with Adrick immolating the large plant completely obliterating it, the group, tired and withered leave to confirm all the evil is cleansed from this dungeon. They eventually find their way to a magnificently large wooden statue. Pawler takes some time to explore the face of the man in the statue. Is it human? Is it elf? Is it half-elf? All signs point to no. Removing a crystal orb held in the statue the group decides to leave the dungeon by way of a secret exit discovered by Branka. Milton taking the lead learns that the once pristine house is now covered in a dark, poisonous smoke and the doors have been replaced with a series of swinging blades. After some trial and a lot more error the team manages to escape the house, however Pawler, has a touch of bad luck dodging the blades and is knocked unconscious. With no time to waste they pick up their Drow companion and exit the house. Only to be greeted by two mysterious figures…

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Session 2:
Ghosts and Ghouls

After a well earned rest our adventurers wake after a sleep/trance. Interestingly, they notice that despite the presumed hour, the lack of sunlight does not reflect the hour.

Continuing to explore the third floor of the Durst House they find the room of the former nursemaid haunted by it’s former tenant.

Swiftly defeating the spectre and discovering the remains and spirits of Rose and Thorn Durst. The children, who are not illusions this time, give the group access to a secret tunnel that leads down into the basement dungeon. Exploring the dungeon they discover the tombs that were meant for Rose and Thorn. Laying the spirits to rest the party is imbued with the good blessings of the spirit children.

Continuing to explore the dungeon, our adventurers are ambushed by a grick and a group of ghouls that used to be members of the dark cult of the house. Feeling wary of what future trials this dungeon has to offer the party retreats to the crypts of Rose and Thorn and rest up to finish exploring and cleansing this cursed house

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Session 1:
A Meeting in the Woods

Four adventurer’s find themselves lost in a misty wood.

Milton, Half-Orc Paladin of Torm finds himself drawn to the forest, presumably guided by Torm.

Adrick Saintforge, an exorcist doing the work of Amaunator, God of the Sun. A Hill-Dwarf obsessed with cleansing the world of all things evil and undead.

Pawler, a Drow wanderer who has left his home in the Underdark. His reason’s his own.

Finally, Branka, a Half-Orc with a strange interest in learning more about human folk.

After following individual paths in this dark and misty forest each adventurer eventually winds up alone at a long abandoned campsite. After stopping to take a moment to rest the remains of the campfire suddenly spring to life and in a flash, our adventurers meet each other. After an uneasy introduction, particularly between our cleric and Drow friends, our group finds a letter that calls them to a local village.

After spending some time gathering information in the local inn. Our adventurer’s learn that the village of Barovia is under the tyranny of Strahd – an entity referred to only as “The Devil”. Making their way to a house that carries the same Windmill symbol as the letter for help found in the campsite. As they approach the house they find the Fog slowly creeping in covering their exit. They hear the crying of a little boy. Another gaunt girl is trying to quiet the boy Pawler quickly determines the children are an illusion. With nowhere else to go they make their way into the Durst House.

Exploring this house the party discovers that this was once the site of some very profane rituals. The holy men of the group decide they will return and destroy the books that describe the rituals, but first they need to uncover the site of the rituals and destroy an evil that may have come from them.

Slowly making their way up and up to the third floor the group are jumped and attacked by an animated armour. After quickly vanquishing the foe the party retreats to a bedroom at rest for the evening. Ready to face the rest of the house in the morning.

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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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