The End of the Dukkar

The party found themselves being stalked by a vampire spawn just outside of the cliffside mansion where the Dukkar resided. They were alerted to its presence by Vladimir, who turned out to be a fellow Ussuri. They party failed to sneak away from the threat, but quickly dispatched the foe. The battle made enough noise to draw the attention of the Dukkar, who released the (hell) hounds, causing further trouble for the party. Ramas was gravely injured by a hell hound bite, but Rothwulf pulled him to safety while Vlad and Sam held off the hounds and the approaching Dukkar, who revealed his true demonic form. The Dukkar made several attempts to charm the party and delay their retreat, but Vlad resisted and continues to maul the Dukkar. Sam stabilized Ramas and when the party hid in the forest they took a short rest which allowed him to regain consciousness. The Dukkar searched for the party by flying over the forest, but was unable to spot the party and teleported away. The party regained their strength and with a little inspiration from Sam, their resolve. They made their way back to the mansion for a final showdown, which ended quickly as Ramas pulled out all the stops and used his now signature Fist of Unbroken Air.

The Vistani were watching remotely and approached the party after they defeated the Dukkar to congratulate them. Marcella told Sam of another vision of her child, this time playing in a dying vineyard in Barovia. Rothwulf was encourage by Vlad to join the resistance in Barovia in overthrowing the vampire lord. When the party asked about Rufius, Marcella informed them that he had fallen into madness at the hands of Bane. Ramas was left with a little soul searching as he had completed an enormous personal quest.

At Cliffside Mansion

The party found themselves under attack just before daybreak. Scar had tracked them from the dog fights and was out to kill the Ussuri (Rothwulf). Ramas went down early, but was revived by a fellow monk before joining the party in defeating the werewolves and capturing Scar. Rothwulf took Scar’s hands, but let him go free and the party went on their way to the Haptmeyer mansion to confront the Dukkar. They stopped at the Laughing Maiden to meet up with Matton Blanchard, but rumor had it that he left with Gabrielle the night before. Something had frightened her enough to leave Karina.

At the cliffside mansion, the party waited until nightfall when a dark figured, assumed to be the Dukkar, returned. Before they could confront him, several swarms of bats swept in.

Finding the Dukkar
and saving Rufius?

Sam and Rothwulf made their escape from the Citadel and headed back into the heart of Carnival in search of Old Barovian ales… and maybe the Dukkar… and maybe Rufius? They followed Matton Blanchard to the Laughing Maiden tavern where he was working up some liquid courage to go find Scar Tabor, who Rothwulf was told would know how to find the Dukkar. After accepting a hefty sum of gems and coin, Scar informed the party that Gabrielle Aderre was the mother of the Dukkar and the both could be found in the old Haptmeyer estate on the cliffs. A mysterious stranger also approached Scar, but was turned away, discouraged. Sam took note of the man and followed him, leaving Blanchard and Rothwulf with Scar. Sam met the mysterious Ramas who invited her to join him at the local monastery to discuss his interest in finding the Dukkar. Eventually Sam found Rothwulf and the two of them agreed to help Blanchard search the mansion in the morning, and they then met up with Ramas at the monastery and discussed joining forces to deal with the Dukkar.

Escaping the Citadel

Rothwulf struck a bargain with Bane and promised to bring the Dukkar back to the Citadel in exchange for his freedom, there was just one catch… Rufius is being held as collateral. Bane gave Rothwulf a few clues to help track down the Dukkar before putting him to sleep in order to keep his location a secret. Sam did make her way further into the Citadel and found an unconscious Rothwulf lying outside of a cell. The two began working on a plan to escape which involved avoiding a very hungry large black puddle of goo, sacrificing various prisoners into said goo, and plenty of breaking locks and smashing doors. Eventually the two found a glimmer of hope in a partially collapsed vault. Now to find the Dukkar, capture it, and bring it back to bargain with a rather unsavory villain.

The Citadel

Sam escaped an attempted mugging from her hired hands, but was apprehended in the scuffle after failing to charm the warden (again). She was locked in the haunted north wing of the Citadel and was visited by a ghostly figure. Meanwhile, Rufius and Rothwulf learned the true nature of their captor and attempted to escape.

Apprehended... Again!
The Reluctant Heroine

It didn’t take the perceptive Rufius long to recognize there was some sort of “kerfuffle” at the Black Swan. It was probably the unconscious Rothwulf being carried by guards, followed by an angry mob. Rufius also spotted someone he recognized in the mob and approached them, and at that point Sam let him in on her ruse. The two followed the mob for about a block when Rufius, very spontaneously, shifted into a lion and pounced on the guards. Although, Sam was reluctant to join the fray, at least until Rufius started dragging Rothwolf away from the guards. Rufius quickly shifted back into his human self and healed Rothwulf who awoke to being chased by guards and an angry mob. Despite the occasional obstacle thrown (or EB’d) into the path of the guards, the two were apprehended, again.

Once again, Sam kept her distance and followed the guys to the Citadel. By then she was well on her way to plotting a master escape plan which involved gambling, hiring two questionably loyal thugs, wearing a convincing disguise to assume a false identity, and attempting to charm a clearly bribable warden. It was going fairly well until the last part, which did not sit well with the warden that was strongly hinting that she could venture into the prison and retrieve the boys herself that evening or wait until they are released in the morning. Sam chose to wait and trust the warden to keep his word. It could have been the fact that the prison is haunted at night, or more likely, Sam is reluctant to

What Sam doesn’t know is that Rufius and Rothwulf were abducted from their cells in the middle of the night. Well, Rufius was actually abducted from the hallway because he shifted into a tarantula to escape his cell. He wandered around the ceiling, but despite having eight legs, couldn’t open a locked door. While on the ceiling he saw a dark figure emerge from the wall who mysteriously caused everyone in the room to fall unconscious, and Rufius fell to the floor, which resulted in him shifting back into a human. When the awoke they were strapped to iron chairs in a dark room with a mysterious figure.

Adventures in Karina
The Black Swan

Rothwulf made his way to The Black Swan in hopes of meeting up with the rest of the party. He was the first to arrive at the busy tavern so he ordered a few drinks and eventually found a place to sit. While patiently waiting he noticed a woman give a small vial to a man and he applied what was inside of it to his short sword. Moments later a very hearty male, Gustav, entered the Black Swan; he was looking for Dietrich, the man with the short sword. Sam showed up at that moment, in disguise of an old woman. A fight broke out, apparently over a woman, and Rothwulf attempted to subdue Dietrich, but was soon charmed into not hurting him. Gustav landed a few good blows with his large club, but was overtaken by a small gash of Dietrich’s sword, clearly the work of a strong poison. Rothwulf raged and once again shifted into a humanoid/bear creature that shocked and terrified the tavern. A mob quickly grew and attacked Rothwulf, shouting, “Kill the Ussuri!” Sam blasted the crowd with a Shatter spell and Rothwulf made his way to confront the woman that was with Dietrich. When he got in her face demanding answers, she lowered her veil and kissed him, causing him to pass out. Soon after the town guards arrived and started to carry Rothwulf to The Citadel. The mysterious woman left the scene and most of the bar had cleared out, however, the mob is still out for Rothwulf’s blood.


The party awoke to Sam’s alarm spell and heard something quickly retreat to the water. They quickly realized they were no longer in the Vistani camp, but on a small island in the middle of a wide river, surrounded by dense forest. After a brief investigation the party decided is wasn’t a safe place to linger. Besides the creature in the water (Rothwulf saw it), they saw eerie lights and hear dissonant whispers around them. A quick casting of protection from evil by Sam appeared to do the trick. While trying to flee the island they saw a noble on a horse hunting a deer. He was accompanied by six retainers and hunting dogs, but they soon soon departed offering no help to the party. The party was rescued by Captain Nathan Timothy despite Sam trying to trip him with her whip. They boarded his vessel, the Virago, and headed toward Karina, their mutual destination. On their way they passed the very same noble and Captain Timothy warned them to steer clear of him (Matton Blanchard) as he was rather snobbish. Captain Timothy shared food and drinks with the party and gave them some information about Karina and Carnival, including the likely illegal dog fighting, which he mentioned is his favorite part.

They rested at night in a cove known as The Purse, but were attacked by wolves and a werewolf. The party proved more than capable to dispatching their enemies with Rufius shifting into a bear, Sam firing Eldritch Blasts with her eyes closed, and Rothwulf smashing mercilessly with his maul. Possibly the most peculiar event was Rothwulf shifting into a humanoid bear creature when he raged. He didn’t have much time to contemplate it before he shifted back into his normal human self and Captain Timothy called out for help from a nearby tree. The party returned to the Virago to continue their rest and were unmolested for the remainder of the night. In the morning they set off for Karina and arrived by noon.

Once the party was in a strange new town that was overcrowded with tourists they did the most logical thing possible, split up. They explored a small section of the city on their own and eventually met back at the Black Swan in hopes of catching up with Captain Timothy.

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.

Telling the Future
Insert Plot Device Here

The party entered the Vistani camp and were greeted by the male leader (captain), Vincenzo, who introduced them to their group: Ivana (their female leader or raunie), Marcella (seer), Raul (blacksmith), and Gitana (led the prostanata). The party was given a taste of Vistani culture including a myth of how they became able to see the future, but they were understandably reserved and wary.

Marcella, the seer, informed the party of a beast they call The Dukkar, that can control the mists and is prophesized to destroy their people. The Vistani are unable to use their Sight on the beast, it is like a “gaping hole” she said. However, Marcella came up with a plan to find the Dukkar, that involved finding several giorgios (non-Vistani) that have been affected by the Dukkar and read their fates- like triangulation. Here is what was learned during the reading and meeting with Marcella:

Background information
• The beast was born as a “human” child to its mother, Gabrielle, the current lord of Invidia. Its father was fiend in the guise of a “handsome gentleman”
• Gabrielle betrayed her mother to her death when she was much younger, but her mother cursed her as she was dying
• Gabrielle became the lord of invidia by killing the then current leader, a werewolf name Bakholis.
• The Dukkar walks around Karina in the “guise of a child”
• It can call the mists, but can’t travel through the mists… yet.
• The Dukkar enthralls beasts and people as its minions, occasionally sending them through the mists to do “its bidding”
• The party was tasked with finding the lair of the Dukkar, which is assumed to be somewhere in the town of Korina
• The party was given Evil Eye amulets (advantage vs Charm effects)
• Sam demanded to know if she would find her child and Marcella responded that she is currently on that path and whispered in her ear

Information divined during the reading (The first 3 are the forces surrounding the Dukkar and the last 3 are possible future events)
• The Dukkar is aided by someone of great wealth in Korina, whom “you must confront”
• A shadowy faction works against the Dukkar, “ally yourselves with them”
• Someone with military training/war experience “has some part to play yet, for good or ill”
• A powerful item will come into your possession that will be used to defeat the Dukkar
• A soul will be imprisoned by madness
• One of you will be turned against your allies

Marcella also put a magical sigil of an eye on each of their hands and said, “When you are on the path you will be aided by our people, but if you stray from the path you will find strangers to be most unhospitable. Our fates are now entwined.”

After the reading with Marcella, the party left her tent and realized the mists had descended upon the camp. They procured magical weapons and other items from Raul in exchange for large chunks of raw gold and he informed them that they weren’t in Kansas anymore, “Welcome to Invidia”, he said. It was already late so Sam performed a ritual that created an alarm around their bedrolls and the party took a long rest. Reflecting back, the party realizes that their emotions were influenced magically by Gitana.


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