Idiots Anonymous' Rise to Glory

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.

Session 1: Shroud of Darkness

The party has spoken to eachother at the tavern. A note was given to them by a peasant stranger. “Meet here when the full moon is highest” On the front was the symbol of Tempus. The shrine of Tempus in town was where they needed to go, apparently. However, Thundrek had to return to his wife at home. Upon getting to his house he discovered the door was unlocked and there were signs of a struggle. His wife had been kidnapped. A note directed them to the shrine of Tymora. There they discovered his dead wife. A symbol carved into her stomach. Grief consumed Thundrek. The party tried to find help but only ended up with a flesh golem attacking. After dealing with the threat, Thundrek took pause and decided to gather some remains on the chance they find a powerful cleric capable of casting True Resurrection. Finding out that the symbol had been seen somewhere near Zalbross. The party investigate. Finding an opening and a large waterfall with a small island in the water. On top is a large stone pillar with the symbol carved into into it. Edging close, Mordicant spots what looks like a black panther out of the corner of his eye. Turning to look, it vanishes.

Session 2: The symbol

The party discovered a lead on the symbol. The cave they found was a lair of some sort. After heading in and finding 3 flesh golems. They had a rest and a conversation with them. Finding out where the Lord and the Master were. The party advanced down some corridors. They found a large metal door. Upon opening it they were met with a displacer beast. After the beast was defeated, the lich and mindflayer revealed themselves.

Session 3: Death.

After mauling the displacer beast and killing thundreks ‘child’ the party engages in combat with the lich. The majority of the party goes temporarily insane after gazing upon the mindflayer. Fighting ensues. The mind flayer gets banished and the.lich is defeated. Sliske is ‘killed’ and the party goes home. Everything is fine.. Or is it?

Session 4: Gross

The party came across the “king of monsters” stuff.happened. A child died. A prince was killed. And the party fell unconscious (undertale references!) the party regains.consciousness. They head back to the tavern and deal with 2 of the 3 quests posted. A bandit camp commits suicide. The town sees a dragon and a cloud giant and continues with hoping that they ignore them. Thundreks wife is revived. Eventually. After.dealing with a chimera abomination. Sliske operates through shadows.

Session 5

Yeah.. stuff happened. Some angels showed up and kicked ass then destroyed Thay. Yay

Session 6
Hey not bad

The party went home after dealing with some.. stuff. Tittered about town and found a note on the bounty board. No name. Just a task. The party were to go to the misty forest and raid the tomb of Belisarius Gruss and his family. Together, the party went and found the forest. Upon delving deeper, the party noticed the land was wilting and wildlife was making a wild dash away from something. Continuing on, the party found a tomb amid dead ground and trees. The party was “greeted” by a helmed horror. After defeating it. The party entered.

Session 7
Evil lurks

The party walked into the tomb. An entrance hall awaited them. With an offerings hole. progressing through and fighting more helmed horrors, the party found various gems and trinkets. Among such was a necklace of fireballs and an Ioun stone (Either original or copy. Unsure) as well as several symbols of Asmodeus. The party went downstairs and looked around. Finding an unsual mechanism as well as several skeletons and a large skeleton in what looked like a sacrificial chamber. Deciding to head back upstairs the party went into a large corridor, They found a large door blocking their path, presumably to the main crypt of Belisarius. After solving a small puzzle the party found out that this door was fueled by blood magic and could not be opened by any conventional means. So the party went down stairs. Once they got to the bottom floor they were surprised and assaulted by 4 chain devils. After defeating the fiends, the party prepared for another assault from the skeletons nearby that were checked out earlier.

Session 8
Oh shit

The party gathered their minds and prepared for assault, they pulled the skeletons into the sacrfice pit before they could spawn. After getting 3 in it, the rest spawned and the 3 spawned to their death. After dealing with this threat, the large skeleton sat immobile. They waited but nothing happened, so they decided to continue. In the chamber of the pump device, the party funneled the blood through the ceiling and evidently to the door. On their way back upstairs they noticed the large skeleton was gone. Continuing, ready for attack. The party entered the final chamber. The doors closed behind them, sealing them in. After trying to funnel the blood to the sarcophagus, roaring flame engulfed the centre of the room, after a long and difficult battle, the adventurers were victorious. The blood shot through to the sarcophagus and immediately burst into fire. A burning symbol of Asmodeus appeared on the front of the sarcophagus. The party reared back and prepared for another battle. Then, Nothing. It opened and revealed a withered corpse inside dressed in a brilliant black and silver robe, clutching a staff. Above it on a small shelf was the coffer that the party was after.

Session 9
Fucking wizards

The party looted and legged it. The orb had the frightening property of some form of time displacement. After getting home and wandering around shops and the like. The party found out it was Delfen, the wizard of daggerford that requested this item. And offered magical items as well as money in return. So long as he could take the orb to his tower. After a few hours, the party infiltrated his tower and discovered he was in the middle of a ritual. In the centre of the ritual chamber was a small potted plant. The party stopped the ritual but it was too late. Delfen was gone. And so was the plant. Along with the rest of daggeford. All that stood was the tower and the adventurers. When they left, the party found that daggerford was no more. The giant archway was gone too. Odd. The party headed to waterdeep and eventually settled in an alley. After waking up, the party had some fun with the amulet of asmodeus that they found on the corpse of Belisarius.


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