The Age of Sevastis

Episode 0 - The Stolen City
or How Throk & Grunnt Became Best Friends

After a chance meeting in the Red Haven tavern known as the Drunken Druid, five unlikely heroes— Borf Grundleshout, the dwarf fighter, Enzo the Quick, the half-elven bard, Grunnt, a Warforged elemental fighter forged in the fires of Ebberon, Lady Ophelia, a human life cleric, and Lothien, a dwarven cleric who unlike Ophelia worships a God of War— formed an unlikelier alliance.

United unexpectedly, and after slaying a mad green hag and her two fiendish scarecrows, the five of them took a vote and decided to accept an offer from a Westerner adventurer, a pompous knight by the name of Martell Evenswylde, and join his expedition across the river and seek out just what had happened to the dwarven city of Hallowhall, which had vanished in the dead of night only three weeks ago…

While the the rest of the party headed off back to the Drunken Druid in search of post-battle drinks, Borf Grundleshout, the dwarf warrior who had killed the trickster hag, stayed behind in the alleyway when he thought he spied a satchel of gold.

To his surprise, when he reached out for the bag he found his vision go black and he was suddenly plagued by a series of visions in which he was forced to make the choice of who lives between his mother, and two of the four friends he had made that evening, the dwarf War Cleric known as Lothien, and the human Life Cleric Lady Ophelia. After choosing his mother and sacrificing Lothien and Opehlia to the shadows, the visions disappeared, and the town of Red Keep came back into focus. Shaking it off, Borf headed back to the Drunken Druid to join his comrades, he could hear the sound of distant laughter, and he could feel that he was being watched.

Drinking at the Drunken Druid

Waking up/being awoken by Timmins, and being led towards the ship that Martell had secured to cross the river towards what used to be Hallowhall.

They cross the river, fighting a ghost that had taken control of the Captain.

Journeying deeper into the mountain, the party came under the onslaught of what appeared to be dwarves covered in molten lava— later to be revealed to be the dead citizens of Hallowhall now returned as elemental haunts.

They managed to free King Ithir’dunn from his chains, but unfortunately, when Lothien attempted to lift the curse from

On the other side of the portal, the remaining warriors

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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