Gayah Falling

A respite and the next step: To the Pyramid

After a breather to rest from their near fatal encounter with the dragon, the heroes head back to the Grung village. There, having brought proof and acquired part of the key rod, they are celebrated and lauded.

The next day, the chief lays down the next step in their path: The pyramid of the Yuan-Ti. They must ascend it, acquire the other part of the key from one of their leaders, and perform the ritual taught to them at the top of the pyramid. They are given 5 warriors from the village, including their old friend Guni, and set towards it.

Along the way, and after a trap that nearly engulfs Virgil. they formulate a plan to infiltrate: The Grungs will distract patrols out of the pyramid, while the heroes use some disguises stolen from their patrols to enter the pyramid under disguise. From there, they will have to figure it out.

They set a trap, and Guni leads a patrol right to it. The serpents end at the bottom of a pit, with one of them nearly escaping. The heroes now have their disguises and the danger begins.

The moment of courage

Entering the magmatic cavern, the party was met by more guard drakes of fire. First ambushed by two leaping from lava pools, and in a geyser room, where their vision has been blurred, by two others.

After clearing these pets, they enter the cavern main room, a giant tall space, with lava covered rivers and lakes, and stone passageways above them leading deeper into the cave. The ceiling also contains a giant hole connected to the outside. As they venture forth…

A voice booms. Slippery and whispered, but deep and all around them, asking them what they came here for, and invited them to come deeper. The room shakes after, causing falling debris and tremoring the ground, demolishing some of the walkways.

The party finally reaches the end of the giant room, where a treasure hoard awaits them. But behind them, a big red dragon emerges from the lake and cuts off their way.

They try to engage in conversation with it, but fail miserably.

Battle ensued and the dragon nearly wipes them all out, but they all bravely fight back, and Rhogarr, knowing a bit of his past now, manages to overtake the curse on the staff he wields, and unleashes all his power on the dragon, slaying it with one final Frost bolt through its skull. The volcano, now unchained from the magic tethers of the dragon, starts to rumble and the room begins to go to hell. The party rushes out flying thru the hole in the ceiling, nearly losing Virgil, who after a suspenseful wait, emerges from the hole behind them.

They defeated the serpent in the mountain, and Rhogarr’s brother was avenged.

To the serpent in the mountain

The party, after a well-deserved rest at frog camp, awake to find the cat monster butchered and skewered. They are given by the frog boss, information relevant to their situation.

The exit of this place is complex. They require a key, broken in parts, and a magic spell. After acquiring both, they must head to the old temple where the snake people reside, and perform a ritual that will take them out of the jungle.

The magic spell is offered, as the frog camp is set atop old ruins, and an ancient rock, only accessible to the chiefs, is shown to the players.

When they gaze upon it, the words undecipherable at first, twist into shapes they understand, words they can speak. They know the spell.

As for the key, the elder gives them the raw truth. The key is lost atop the volcano, where a giant fire serpent guards it.

Reluctant but determined, the heroes don fire resistant apparel, and head to the mountain.

Along the way, Harald has been acting weird. Despite suffering major injuries, he feels fresh and renewed, and constantly hungry. The party notes this, but the escape is a more pressing matter.

Along the way to the mountain, they are again ambushed by undead wights, of the kind that has been chasing them throughout their adventure.
At a crucial moment in their battle with them, an old friend appears.

After dealing with them and crossing the forest, the landscape changes and slopes up, until they are on barren ash lands, climbing the dark mountain. Strange lizard creatures face them, and the heat grows as they ascend. Half way up, they find a cave entrance, skeleton corpses dotting around it, and heat waves that make them close their eyes come out of the cave.

They venture forth inside, to find a lava stricken cave, riddled with fire lizards…

Exploring the Jungle

The players have reached a new territory in the Walls, a giant jungle, with a volcano far in the distance. This place is NĂȘl.

They soon learn the inhospitable temperature, humidity, noise, fauna and flora have caused them to overtime, exhaust and not catch decent rest. It is a constant issue and arises in the coming events as a obstacle. When they fight, they will be unfocused. When they track, or investigate, their senses aren’t acute. It is difficult.

They encounter frog people, snake people, ancient lizards hunting in packs, and a hunting creature, tracking them.

They decide to follow the snake people(with Virgil’s talented tracking skills) and find their home: an ancient pyramid, of strange arquitecture, clearly not built by them.

They find out the snake people wish to leave, and have a way to do so by gathering certain things and a ritual upon their pyramid..

The players run, chased by them, and encounter the frogs. There they will exchange help and information, if the players resolve their issue: catch the hunter, a creature that has been hunting their kind for generations.

The players go to its lair. They fall for traps, pass by an ancient library of the people who ruled this land long ago, and reach a cliff where they face the hunter, a horrifying and deadly half-man, half-tiger creature. It drops one, and nearly kills a few of them, but they capture it and drag it back to the frog people, burned, cut and tired. They collapse for sleep in their village, and await to wake up the next day, unaware of what comes next…

The tale so far
Still in the Wall.


5 players(Adam, Tiago, Marisa, Alex, Borges) began their first serious campaign in DnD with me, their DM, Rob. They start outside in a giant forest, travelling together in a caravan, all headed to the Great Wall, a structure, miles long, and hundreds of meters tall, that resides far off East, in a mountain range, past this giant forest. Their characters at the start:

Harald the Witcher(Tiago), the last Witcher of his school, who has come to the Wall in a last ditch effort to bring back his master from the dead, and reignite their school. Witchers are monster hunters, physically altered and taught from childhood to hunt beasts, monsters, and aberrations.

Miazaki(Marisa) is a genassi soldier from The Empire of The Sun, a giant nation, that has been conquering and spreading through military successes. Though they show a friendly face and noble intentions, the reality of those who live in the empire is one of oppression. Miazaki was not one for conformity, and after being forced to fight in the army with her impressive skills, she is deemed too dangerous and is exiled to the Wall, under the guise of an expedition in the name of the Emperor. This is a common punishment, and she has no choice but to obey, else her family suffers a similar fate…

Rhogarr(Alex), a secluded drow, has already arrived in the gate town that stands by one of the entrances into the Wall. He is a sorcerer, with scales of silver on his body. He hides this deformity, and himself, as both a drow and an abnormality attract dangerous attention. He seeks answers to his past, where his power comes from, and who his parents are.

Edward(Adam). a thief, dislikes fighting, and lives off of lies and cunning. He makes his living by extracting money and information from fools. He steals, lies, tricks, manipulates. He doesn’t mean harm or wants people dead…he just takes from those who fall for his traps, and half the time, they don’t even realize they fell for it. But, thieves are jealous and territorial things. As his skill and notoriety grew, The Thieves Guild took notice. They kidnapped his girlfriend, hid her, and issued an ultimatum: “Go find out whats in that Wall. Bring us some info, or treasure, and maybe some prospective business. Or die there. Either way, leave, or she dies.”. So he left.

Phillip(Borges) is a big singer and performer, a bard, and brother of Edward. His true cash though, like his brother, comes from illicit means. It comes from the counterfeiting and trafficking of drugs and narcotics, using his travelling performance as a front business. He tries to look out for Edward, using his influence and connection to stir away dangerous folk. But even he can’t control the Guild. The least he can do, is escort his brother himself.

Those are the characters, those are the players, and their backstories. They arrive in a small town after passing the giant Kanku Forest, they join together, and in a ceremony that looks more like a funeral, they’re escorted to the entrance. They walk into the Wall, a giant black hole of an entrance.
For what looks like forever, they walk straight forward. The Wall is unthinkably thick. But they do see a light finally, and when they exit, they find a lost paradise. A lush land, with forest, mountain, prairies…and corpses. All piled up near their exit, as if trying to leave. They look back, and there is no exit….Just a thick, straight lean wall. As if nothing was ever there.

After exploring, they immediatly notice the Wall is not a single straight wall, but a circle enclosure, miles in diameter, so big that it crosses the horizon. They find people living here, and near the other end of this circled wall, a big city, founded by those who came before them. Here they make alliances and enemies, notably with the local thief Finn the Cut. Finn tells them of special places that hold some significance with the Wall and tasks the players with finding and reporting on these places.

The players fight through undead, aberrations, fairies and cave creatures and go to each of these places, where they are imbued with a mark on their body that grows for each place they visit. They encounter old ruins of an ancient kingdom, magic and mistery about the past of this place. After all marks, they report to Finn, and decide on venturing into the next entrance. The city sits by a giant staircase, and at the top, an exit out of this wall.

As a side note, by now one of the players, Adam, has changed characters. Edward is left in the city, scarred by the killings they’ve done, and will live and be tutored by Finn. His new character, an insane warlock Monk, joins them.

A new player, Ferreira, also joins them with his character, an old gruff fighter, Bartolomeo. He is tired and wishes to find one last adventure, to end his life with.

So they ascend to the entrance, where a golem faces them in combat. After crippling it and proving themselves, the golem shoves them down an entrance, and the players leave this ringed place.

They arrive…in another ringed wall. This time, big chasms, mountains, and steep falls ahead. To the north, what seems like an endless prairie. As they traverse the cliffs, they come accross an encampment of fellow adventurers. They speak of being at a loss since their leader went missing, and something is off with one of them. After leaving them, the players head to the prairies(the rumors of Drow living and ambushing on the cliffs sways them from travelling in them). These prairies are inhabited by 3 tribes, and the players are taken in by one of them, the multiracial Alan tribe. Here they meet their leaders, who tell them of the Great Wall, how they all must be tested in it, and their relations with the 2 other tribes, the Orcs and the Goliaths. The Orcs are special in that their encampment sits guarding the only passage in the prairie to the other exit of this place. To move on, the players must risk the cliffs, or face the Orcs. They’re told they can rally the Goliaths and the Alan tribe to their cause if they perform an heroic feat, respected by all tribes in the valley. A mystical being, called the Hunter, preys on any who traverse the planes in the night. He stalks with his torch, and kills all it sees, cackling in the dark. THey must travel to his lair, and bring a trophy.

Prepared they traverse the valley, facing an orc ambush, and arrive a rocky formation, surrounded by grave marks. They find embedded in the rock, as if fused with it, a buried mansion. Inside the dark cold mansion, a dining hall awaits them, and it is here the Hunter arrives. A death knight, cursed from the Old Kingdom, still seeking out the enemies it was sworn to fight.The players trick it momentarily, but the ruse does not last, and they fight. It goes poorly. The monk, Adam’s character, dies. His life sucked out of him. The NPC accompanying, one of the adventurers they find in the cliffs, sacrifices himself to let the party escape with the trophy. 2 people lost, but they achieved their mission and head back to the tribe. Here they are revered, and plans are set in motion to assault the Orcs. The Goliaths will join them.

On the day of the assault, the players mount a stealthy invasion by a couple of them, as the troops face the main force by the orc walls. The invasion is successful and the players manage to let their troops inside. The battle is chaotic, and at the last minute, the lonely bridge used to cross the cliff to reach the wall exit, is being hacked. The players decide to book it, and run the bridge, leaving the tribes to fight amongst themselves. The bridge collapses , and Miazaki nearly falls to her doom, if not for the intervention of Adam’s third and current character, Virgil, the Tabaxhi bounty hunter.

With no way to cross back, the players move forward, and reach the giant exit, adorned by statues to its side. Here a couple of void Walkers have failed the test to enter, and the players meet their tester: A giant undead sphynx. They are tasked with a choice, each one, a test of morals, cunning, and bravery. By the end, they have convinced the sphynx, who opens the door, and lets them through.

As the other times ,they cross a big distance in the dark, before finally seeing light. The walls are thick with vines, and when they emerge, they witness a beautiful sight. A giant jungle, covered with fog, rain, sunlight, sounds of animals. And in the horizon, a roaring volcano.

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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