Silent War for Thronehouse


Sengar has loosened his bindings with his escape artistry while being escorted to a cart from the gate house. He risks greatly to retrieve items from his shadow cache (1 risk). He calls Rafe Rundlestaff to join him over the shardnet. Rafe successfully shard warps, but is critically injured when he arrives, writhing in pain within the cart. Sengar screams. The cart stops, and a guard comes to check what’s going only to see a bleeding, screaming man accompanying an increasingly horrifying, deglamouring Sengar. He slams the door shut.

Making Moves
A Tale of Useless Passphrases

Sengar gets on the servant’s bus to Castle Arach. He approaches the portcullis and inserts servant Larin’s passphrase into the gate shard. The door opens and he steps through. A guards tells him to halt, which he does, imbibing the glamour potion quickly. The guard, though very shocked insists on Sengar, now with the countenance of a strange woman not unlike Larin, coming with him to a small cell upstairs.

Meanwhile, Mystniss, Seranious Armada, and Thumboldt, the former cryptoadmin, approach the checkpoint at the maximum distance. Seranious sends Thumboldt on a suicide mission to the tower, telling him to use Larin’s passphrase at the gate. The remaining two venture into the dark forest to track a good place for Mystniss to Terraform a tunnel. They end up by the Eastern wall of Castle Arach, an unscalable sheer cliff of stone. Above the stone they spot a series of balconies which could possibly be accessed if a rope were dropped down.

Just as Mystniss is about to settle into her Terraforming, the two are attacked by a Giant Spider. Mystniss is burned by acid spit and bitten through her ankle, but Seranious manages to Kill Bolt the spider to death.

Back in Prantis, Rafe Rundlestaff questions the dwarven proprietor of HQ, Gumble Krag about Castle Arach. He finds out that the Castle has a structure including a Great Hall, a Dining Hall, and a Guest House, arranged behind a series of dwarven-locked doors.

Informed Mechanics
Arach Looms

We begin with Sengar in Servant Larin’s apartment where he just found a servant’s sash. He also notices that next to large portrait of Larin is a framed letter that seems to be a 30th birthday card from her mother dated two years ago. There is a childhood picture of Larin and her siblings in a village Sengar recognizes: Pramlet.

The echo collective comes in with the following info: “There’s a strung-out soma-head in the tenement quarter of Prantis, swears he was a cryptoadmin for the Arachs about ten years ago. Refuses to say anything about them, but I bet he’d do anything for some pure soma.””

Seranious Armada decides to pursue this lead, taking Mystniss along with her. They enter a soma tent in an alleyway within the tenement district. There they convince a junkie to escort them through the tent to find the cryptoadmin. After a short tussle over soma, Seranious gives the junkie half her soma in exchange for his leaving.

Seranious mind writes the junkie with a ferocious intensity, rendering him essentially at his will by convincing him absolutely that he has been a long-standing member of the squad. He tells them many secrets of the Arach crytosecurity system.

Manwhile, Sengar and Rafe Rundlestaff plan to ambush Servant Larin in her home. When she arrives, she kicks Rafe to the ground instantly and restrains Sengar with a bear hug. He claims to work for Uric Arach, showing her compromised status by revealing a portion of her passphrase and the sash he found. He convinces her to join them.

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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