June 14th Session
Return of Nanok; Through the Teleportal

Nanok – humanoid figure had his hands and was calming. nanok drops his weapon and bows down. The figure takes the shape of a wolf and his eyes
glow a goldish green kind of color.
Nanok realizes he is also a wolf and he runs withe pack rushing through the forest. Nanok awakens to find he is sitting at a table wiht all his gear
right beside him. Ulman Dark is there and says “oh you’re awake” Nanok wonders where 3 is. Ulman states he headed back into the mouth of doom.
Nanok learns he has been unconcious for a day and a half. Ulman offers to teleport Nanok. Nanok wants to run but realizes
he can’t make it to the party in time.
Ulman telports Nanok to the group
on the 3rd floor of the mouth of doom.

The group goes through the south door and heads east. The group hears a crackle of energy. Nanok appears suddenly.
He asks “what happened? Why was I back in town?” 3 rushes up and climbs onto his back excited to see him. He notices a
different smell. Max notices as well.

Stryker questions if Nanok is really nanok. He asks him to prove himself. Nanok says he doesn’t have to prove
anything. Stryker is satisfied that he is truly Nanok.

Doc goes back to investigate the room the party entered from. He doesn’t recognize it to be a room he had been
to before. He notices that a lot of the broken pieces of wood there are really dried stains that he recognizes
as blood stains.

The party continues to head west while Stryker checks for traps. He finds no traps but find the hallway ends and discovers a pressure plate.
Stryker stand on the pressure plate and a portcullis 20’ to east slams down blocking the way.

The party tries to lift the portcullis and are unable to. They move west and see a swarm of roaches. Stryker casts bonfire
and the roaches scatter

The party enters a dark room that could have been a store room or trash dump. it is filed with broken items.

Stryker and Doc dig through the refuse and find 4 gold pieces and a silver statue of the goddess of healing The Grandmother worth 50 – 100 gp

The group finds a skeleton that has black shiny stuff and pits in the bones

It has a letter that the group reads.

Delphinia in Riverhaven – Max recognizes that she is a part of the temple of the healers

Ser Jopen – 76 years ago

Stryker tries to examine the body and determine the cause of death. He is unable to ascertain how he died

Stryker takes and breaks a bone it begins to rattle and shake.

The party enters combat

Stryker gets a tarry substance on his hand

Stryker places a bonfire and the skeleton jumps away

Doc shoots a fire bolt

Max trips the skeleton and then smashes him to the ground destroying the skeleton

Nanok feels a primal anger at the fact that he couldn’t help protect the pack. And begins to pummel the skeleton and growling

The group is unsure how to react

Nanok gets a lot of black substance on his hands but is unaffected

The party investigates the room and see a room that is looks to be in good shape. It has a firepace and and a blood stain indicating someone died
but there is no body.

Stryker examines the knife and is unable to ascertain any information from it. Stryker takes the knife

Max examines the blood and finds it is not fresh and smells rotten. this is unusual.

Stryker investigates the firepace finding nothing unusual

the party heads to the commons area room

The party open each door. A creature spews out a rotten stench filled liquid landing on Stryker.

Nanok scores a massive blow causing heavy damage. Cleaving the entire left side of the creature.

3 comes in and strikes the creature with his quarterstaff and then kicks the creature. as it goes flying back against the wall it splatters
like a bug against a windshield.

Stryker is stung by 3 darts and discover the chest contains parchment and indicates a ritual for demon summoning

Doc recognizes the creature was a priest from the order of St ironbore. The notes indicate a specific demon, but the rest of the note is in code.

the party moves to what used to be a refectory

There is a demonic looking face with goat horns carved into the wall

There is so much debris that you can’t move. 3 begins to clear out debris findng a dead body that quickly grabs onto him.

The zombie lunges up and tries to claw at 3 missing

Max attacks the zombie dealing massive damage

the 1st zombie slashes Max

the 2nd zombie slashes 3

Doc casts burning hands dealing damage to both of the zombies

the giant rat runs up attacks 3 missing

the 2nd giant rat slashes Max scoring a strong hit

Nanok goes into rage letting out a visceral growl and rushes in to attack the 1st zombie. plunging his axe straight through landing on the floor
taking a small chunk out of the stone beneath his feet

Stryker steps up and casts bonfire burning the zombie. The rat moves out of the way taking only a little damage.

3 strikes the second zombie with his quarterstaff and then kicks the 2nd giant rat

Max attempts to frighten the rat. He fails but does significant damage.

Doc kills zombie to by shooting a fireball that burns both of his legs and quickly turns the creature to ash.

The rats take some damage from the fires that have engulfed the debris.

the rat attacks Max knocking him unconcious

3 dire rats move to attack Max, nanok, and Doc

the first and second dire rat hits nanok

the third dire rat misses

Max realizes the fire is coming and his wounds are grievous so he moves back into the hallway

Doc moves over to engulf the rats in a cone of flame. only one rat moves out of the way taking less damage. Doc kills 2 of the rats instantly vaporizing them

the last great rat attacks nanok and misses but stays in the fire

Nanok raises his foot and crushes the skull of the last great rat

Nanok tries to move away and is attacked by the dire rat that was still there.

Stryker casts a bonfire on the remaining dire rat killing it instanty

the 3 dire rats move the fire to attack the party. their scream harrowing the rage they feel.

one attacks Stryker damaging him.

2 rats attack nanok one misses

Max drops down and shoots a crossbow bolt into the rats head

Doc shoots a firebolt at the dire rat causing an explosion throwing rats guts everywhere

The party rests while the debris burns out making the statue look even more demonic and evil

they find 3000 gp and a scroll of acid arrow, potion of healing, scroll of eldritch blast, scroll of true strike, potion of healing

3 and Nanok move through a force field and touch the statue instantly turning to piles of ash. their ashes swirl and are sucked through the mouth
of the statue.

Doc understands that this could be a demonic incineration machine or it could be teleportation device.

Doc casts message and speaks with 3 asking if he is still alive.

3 responds that he is alive.

unbeknownst to the group and Nanok, 3 pulls out his Vizier card and attempts to use it. As 3 looks at it the face of the card turns to look back at him and says
“One question. One answer.” 3 asks “how do we get safely back to our friends” the card responds “touch the face of Azerrax”

3 grabs Nanok and touches the statue on the wall

the rest of the party sees the statues eyes turn red and spew out a black inky substance that slowly morphs into Nanok and 3.

the party goes through the teleport and then steps through another ring that was pointed SW and all but Nanok are caught in webs as spiders
move toward them

Max cuts himself loose and stands ready to attack

Stryker burns the webs and stays in place

Doc burns himself out

3 pulls himself free and readies for action

2 spiders attack 3 missing

Max gets attacked by a spider biting him and poisoning him.

Nanok hits the spider

Max drives his sword through the spiders head

Stryker casts firebolt at the second spider barely missing him

Doc casts firebolt and scores a critical hit. incinerating 2 legs on the front of the spider.

3 swings and misses with his quarterstaff. he hits him with n unarmes strike knocking aother leg off

a spider bites 3 and the second one misses

nanok runs up and pulls the legs off of the remaining spider and beats it to death with them

Max shoots a cross bow bolt and misses

Stryker throws a bonfire down at the spider and damages it slightly

Doc shoots a firebolt at the spider hitting it squarely

3 hits the spider up raising it slightly and he kicks his foot through its carapace

the group explores the room after burning away the spider webs finding desecated corpses.

there are 2 bugbears with 200 gp each and

a gold chain with a ruby heart.

Catch up
*forgot to post logs, so we'll do a quick review

The party went back through the Mouth of Doom, clearing the entire first floor. About halfway through their adventure, they had to get back to Zelkor’s Ferry to rest and train. Before they left, however, Nanok had a vision of a deity known as Lord Lycaon. Lord Lycaon asked Nanok to become his vessel, and in so doing, destroy Lycaon’s rebellious son, Fenris, and eradicate Nanok’s mortal enemies, the Bloodspear Orcs. Nanok agrees, and the Lord of the Hunt blessed him.

While doing this, the party recovered a captive merchant who had gone insane during his ordeal as a prisoner of whoever controls the dungeon. They find a lot of carvings, tapestries, and other clues indicating that there was some type of war between forces of good and evil nearby, as well as across the Grey Cradle. There was also indication that one of the events was either from an uncertain future or a mutable past.

Throughout, there were certain symbols and icons that began to form a theme: The Devourere, Orcus, is/was involved in the war; there is/was some involvement from the Traveler, the god of chaos and change; and the weapon of the Traveler, the Deck of Many Things, played (or will play?) an integral part in the outcome of the events.

While the party was exploring the Mouth of Doom, Doc Auburn was transported through a rift in space/time. He was clearly in a different version of the Mouth of Doom; whether that was in the past or future was uncertain. He clearly learned some things, but holds that information fairly close to his chest.

Episode 1.1
Riverhaven to Zelkor's Ferry


Stryker discovers that “Down the Well” is a phrase used by natives to Zelkor’s Ferry.

Three discovers that someone is trying to assassinate him; Nanok apprehends the culprit, keeps Three from killing him, and they discover that his brother is hiding out in a bandit camp to the south of Riverhaven.

Doc gets a message sent through a middleman that explains that he must seek out the Rappan Athuk, and the message mentions that the secret to his past and the identity of his father is deep within the Rappan Athuk, through the mouth, down the guts, and to the heart of the Devourer himself. Doc is unsure exactly what this means, but anything pertaining to his noble heritage peaks his interest.

Max’s wrongfully incarcerated father, Traq, asks Max to seek out a former associate of his, Socrates, in Zelkor’s Ferry. Traq explains that Socrates is the only one with proof enough to exonerate Traq of his alleged crimes. Max is also given a job by the dwarf, Duri, the Riverhaven blacksmith who frequently equips Max and his father for their bounty-hunting contracts. Duri explains that an expected shipment of supplies from Zwei Hugel is late. The caravan leader’s name was Gelver, and he was supposed to be bringing Duri some rare supplies for his latest project. The project has been on hold for a week, as the shipment is over 8 days late. Duri will pay Max 70gp and a pick of the shop for the return of the supplies and/or Gelver.

Nanok has a dream of his wolf-mother heading into a cave entrance carved to look like a hideous demon’s gaping maw; she growls a warning, but enters anyway. Nanok also gets into his first (but probably not last) conflict with his friend and adopted son-figure, Three. Nanok stayed Three’s hand when the young shifter attempted to kill his would-be assassin. Nanok went so far as to let the assassin go, and while Three was enraged at Nanok, the barbarian’s level-headedness helped the pair gather some useful intelligence regarding Three’s brother.

Augustus goes to the Riverhaven library, where the librarian there tells him that he should seek more information about blood-magic from Ulman Dark in Zelkor’s Ferry.

The group receives a request from lord mayor Willery Pottes, asking them to seek and destroy the bandits that have been raiding the Summer Run River, stopping shipments from Zwei Hugel from returning to Riverhaven. The bandits are led by Tall Jack Rat, and Mayor Pottes says that Lord Bexley will pay 70gp for him dead or alive, and 35gp for each of his cronies. The party agrees, and Pottes points them in the direction of Zelkor’s Ferry to the south.


The party leaves on foot. On the first day, they see a messenger delivering a request from Mayor Odo of Zelkor’s Ferry to Mayor Pottes of Riverhaven, asking for assistance with the bandits. The messenger has been attacked, and dies on the scene. Max tames his horse, and takes it for the party’s use. Through Stryker’s crude field-autopsy and the observations of Max and Augustus, they determine that the man had died from Orcish weapons.

Later that day, the party sees a Druid casting Plant Growth on a nearby copse of trees. The druid is terrified of the party, certain that he is finally falling victim to the bandits plaguing the area. Three threatens him, and as the druid is distracted by the child, Doc covertly sends his mage hand to recover 10 goodberries from the druid’s pockets. As the druid goes to willingly hand the goodberries over as a peace offering, he discovers they are missing. Fearing for his life since he has nothing left with which to buy his life from this rabble, he teleports out of the area.

The next day, the party stops suddenly when an arrow whizzes out of a small crop of trees off the river bank. They discover two city guards, Billicus and his wounded partner, Stevicus. They recognize Max from Riverhaven, and inform the group that they have been accosted by the bandits in the area. The party offers to help the guards out; Three gives Stevicus a piece of wood (that he had previously mugged from the druid) to clinch between his teeth, and Nanok rips the arrow from Stevicus’ knee. The guard faints immediately. Billicus agrees to purchase the horse from Max for 100 gp and a replacement horse when they return to Riverhaven; they give the group an IOU and ride off, yelling loudly, “I swear, we’re good for it. They’re as good as cash!”

Zelkor’s Ferry

Upon arriving in Zelkor’s Ferry, they find Mayor Odo Bristleback working in the local inn. Odo informs them that Tall Jack Rat was last seen entering the Mouth of Doom with his goons and a bound and gagged hostage. He also knows of Gelver, the merchant that Duri had tasked Max with finding. Bristleback hasn’t seen him in a while, though.

When Max mentions Socrates, Odo speaks fondly of the man he refers to as a monk, saying, “Old Sock wasn’t always so pious.” Odo says that Socrates just recently ventured into the Mouth, but did not mention his business in there. Odo didn’t ask either, as he puts a strong value on folks’ privacy. Not much else unusual happens in Zelkor’s Ferry, other than they see that it is very small and quaint. However, Odo seems to have a strange aversion to the killing or eating of any creature of porcine persuasion.

The regularity does not last long. Three gnolls, part of a pack who Odo says are growing more and more brave, attack the settlement. Odo mentions that his scouts spoke of a Gnoll Outpost just beyond the hill into which the Mouth of Doom was carved. The fight is won, but not before Max is knocked unconscious from his wounds. In the scrum, Odo sees Stryker’s tatoo, “Don’t go down the well!” He recognizes the phrase, but seems to disregard it as just another local colloquialism. He believes it is attached to the legend of Rappan Athuk.

Ulman Dark heals Max of his injuries sustained in the battle with the Gnolls and tells the party that “Down the Well” is certainly a saying meant to sway would-be adventurers from traveling to Rappan Athuk; however, he does not know where the dungeon or the well is. He has heard some say the Mouth of Doom is another entrance, but he has never ventured into it himself, and any who return from the Mouth either retreat before they find the legendary Dungeon of Graves or are gibbering mad from the terrors they experienced in the Mouth. Ulman also tells Max and Doc that, if they find any ancient texts regarding Blood Magic, Chronomancy, or really any type of magic or sorcery, he will help them uncover those secrets.

Mouth of Doom

Within the Mouth of Doom, the players first enter a large room with six alcoves with a door in each alcove. The northern door is enchanted with a magic mouth spell that warns the party of the dangers ahead: “You stand at the threshold of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for you will find nothing but your death in these dark halls.” The party is unsure if the door itself is the threshold or if the Mouth of Doom (i.e. the whole dungeon) acts as a threshold.

Max narrowly avoids falling into a pit trap triggered when he attempts to open the door with the carving of the hand above it (southwest corner). He discovers a secret tunnel at the bottom of the pit, but does not yet venture into it. Max then discovers the southeastern door with the skull carving opened freely, but it is very loud and squeaky. The attached hall goes east with an intersection in the middle. The party decides to explore it later after all options are revealed.

Nanok and Three run into a spot of trouble. Nanok, seeing the wolf’s head above the Northwestern door, goes to open it, but triggers a portcullis that slams shut behind them, cutting them off from the rest of the party. Three, with some assistance from Doc and Stryker, lifts the portcullis off the ground just enough for Nanok to escape, but Three remains trapped. No one is strong enough to budge it. Doc tries the northern door despite its warning. He discovers a room with a secret door in it, but decides to investigate more later. He discovers the passage that connects with Three and the two escape back out to the main room.

Realizing that they are going to need to be much more prepared and train up before venturing deeper into the Mouth of Doom, the party heads back to Zelkor’s Ferry to rest and hopefully find some advantage that will help them seek out and stop Tall Jack Rat.

Welcome to your campaign!
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1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

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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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