The Murder

The party heard a man shouting “Murder!” through the streets. Sam knocked him out. A priestess was murdered at the temple. An injured wolf was found at the scene and it shifted into a human, Trammil. The party kept the mob at bay (twice) and made a plan to lure the killer out using Trammil as bait. Unfortunately, the plan was a little short-sighted and caused another mob to form, calling for Trammil’s torture, which was abated by Sam’s intimidating presence. The party was supported by Edvard in detaining Trammil and given his permission to investigate the murder. Rufius and Rothwulf found two sets of tracks going into the temple, but no sets leaving the temple. They discovered Trammil is a werewolf and the killer is as well. Trammil told the party that he was getting close to discovering the identity of the killer and that’s why he was lured into a trapped that framed him for the murder. The party was left wondering what the first person at the crime scene saw.

The Investigation Continues
Enter the Vampire

The party continued with their investigation of the murder. The temple was attacked by a swarm of bats. Rothwulf captured a bunch of bats under a crate. Rufius shifted into a bear and finished the bats off. Sam captured and tortured one of the bats to death while trying to get it to lead them to their “master”. Sam struggled to recall who the person was that she knocked out (Armon), but Rothwulf and Rufias went to the Squeaky Wheel at the crack of dawn, but Hilda wasn’t able to provide much help as she was inside serving Rothwulf with the man shouted in the streets. The two did however ask around town and determined that Armon was that person. They followed up that lead by going to Armon’s mansion, but he wasn’t much help, just that he saw a beast and heard that Trammil changed from a beast into a human, so clearly it was him! They were quickly shown out- they didn’t mention that Edvard gave them permission to search the home or tell Armon about the two sets of prints. Trammil then told the party about his journal and the information regarding the gold. The party was reluctant to search the shack, but they did eventually. The journal was missing, presumed stolen. Trammil showed the party where the gold was hidden and he was sure the killer would be after it. He promised the party the gold if they stopped the killer. Upon entering the Vale of the Silvery Moon, the party saw the pack fighting with Gnarl Paw and they joined the fight; however, a vampire also joined the fight and killed Gnarl Paw and a werewolf (Gnarl Paw also killed a werewolf). The vampire was getting surrounded and fled into a strange mist. The party gave chase, but stopped at the strange mist.

Hell Hounds
Demonic Intervention

The party consoled the pack for the loss of their two members, Ginny and Pruert Jyles; however, Axl Jyles was quite unconsolable at the loss of his parents. He attempted to get vengeance by charging into the mist, but Rothwulf intercepted and knocked him unconscious. The remaining pack members carried Axl and his dead parents back to Deepwood when three Hell Hounds emerged from the mist. The party attempted to hide and ambush the hell hounds, but were quickly overwhelmed. Rothwulf and Rufius fell victim to the burning bites of the hell hounds, but Sam kept out of melee and used her Eldritch Blast from a distance. Sam realized that she didn’t stand a chance after her allies had fallen so she called upon her patron for guidance. The patron vanquished the hell hounds with a quick swipe of a fiery whip and Sam was mysteriously able to revive her allies with ease, all for the low low price of doubling her servitude. Once revived, Sam informed the party that the threat was “vanquished” and they headed back to Deepwood to rest. When they arrived in town there was a large gathering at the temple and a loud discussion was taking place.

We're Gonna Need a Bigger Boat

The party arrived at the Temple and made their way to the front where Edvard was trying to calm the concerned town. Deepwood has lost three of its community members in the past 2 days, primarily at the hands of Armon. The party struggled to explain how they discovered Armon to be the killer, but the pack stepped forward and defended Trammil. They succeeded in convincing them of Trammil’s innocence. But at the cost of revealing their true nature and their role in protecting the town. They expressed their concerns of not being able to protect the village as the mists have lingered longer than usual and they have lost two members of their pack. Sam kept no secrets from the town as she told of the evils they face. Father Quint spoke up and didn’t help quell any fears, but Rothwulf acted quickly and took Father Quint out for a drink where he shared his surprising past as a vampire hunter. He tried to inspire Rothwulf to step up as he saw much promise in him. Edvard agreed with Sam to meet back in the morning and make a plan to address the growing threat. The crowd wasn’t satisfied, still quick shook up and fearful, but they dispersed for the evening. Rufias walked back with Sam and they discussed her missing child. Later that night Sam reflected back on the events of the day and realized one of the pack members mentioned kidnappings and missing persons, which may have given her a little hope or at least a possible lead.

Best Laid Plans
Mysterious Visitors

The party eventually met at the temple with Edvard in the morning to discuss a plan to address the growing threat. Edvard was mostly concerned about people packing up and leaving the already small town. He also shot down an idea of Sam, Rufius, and Rothwulf leaving to get help as that would leave the town vulnerable. They settled on collecting the gold from the Vale of the Silvery Moon (after getting Trammil’s permission/blessing) to finance their adventures and reinforce the town. Rufius had some inspired play by turning into a horse and then an ox to pull the cart of gold (a few hundred pounds/ thousands of potential coins). 

The party also established how to definitely kill a vampire- according to Father Quint, only submerging them in running water or exposing them to sunlight. Staking their hearts with a sharp wooden object paralyzes them, which can make the two methods of destroying them easier. Sam asked Father Quint if they would be afraid of running water and he didn’t believe they would be, they could possibly even cross running water without being destroyed, but he’s never seen that.

The day ended with the pack going out to patrol the woods and eventually reporting suspicious activity to the party. They investigated and saw a group of caravans in a clearing. The pack was keeping their distance, but observing.

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.

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.


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.

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.

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.


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