Dark Age of Nerath

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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Raiders of Tor's Hold

Meeting in Harken

In the south-eastern region of the Nentir Vale, the usually sleepy Barony of Harkenwold has recently faced trouble on its eastern border. Almost every night for the past week, the steading of Tor's Hold has faced raiders, looting pillaging and leaving behind only destruction. Luckily, no one had been killed, but Stockmer feared that it was only a matter of time. With most of the residents of the Harkenwold being simple farmers, with no military training, he decided that it would be best to seek the help of travelers experienced in facing the dangers that lay outside its borders. Charged with seeking out such people, Stocker's agents set out to scour Harken Village. They did not have to look too far.

Arturian Gallant, though he prefers the more common sounding Arty, had made Harken his home for the last few months. Although he seems most interested in painting the landscapes of the village and its surrounding forest, many could not help but notice the greatsword strapped to his hip wherever he went. Having spent more than the odd night drinking at Nonnie's Place, his military training had become a topic of conversation. 

The dwarf Gorram Kilthrok had also been noticed for his arms, having strolled into town only a week before, wearing full scale armour and wielding a warhammer and shield. In that time, he made himself known at the House of Faith, praying to the dwarven god Moradin and also at the Cliffside Brewery, sampling their famous collection of ales.

The gnome Frug had not made his presence felt in town as much as Gorram, who he had traveled into town with, preferring to spend most of his time exploring the nearby Harken forest. However, his skill with a bow had been noticed, at times seen carrying almost his body-weight in game back into town to cook or trade.

Beurre has drawn notice during his stay in town of a few weeks simply for being an eladrin. Most of the commoners in town would have never seen a high elf in their lives, being so rare outside the Feywild, especially in these times and so remote. His long visits to the mysterious crystal spire in the center of town, called the Tower of Green Flame, and the lights emanating from its windows, has also fed the rumours of his magical capabilities.

Only arriving in town two days ago, the Wood Elf Fantasia Galondel also marked herself out as an oddity. With a Wood Elf community living in the forest not far south, some commoners have had dealings with them previously. However, it was more her behaviour that was curious, making a point of not talking to anyone and spending all of her time outside, not even taking a room at an inn. Instead, she camped out, making wood she had gathered burst into flames at the flick of her fingers. Village gossipmongers decided that she must be a druid when she made flowers grow around her with the wave of her hand and seemed as though she was conversing with animals that came past.

 

 

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Trouble in Harkenwold

1. Invasion – The Iron Circle takes Harken

Seeing the fire and smoke rising from what looks to be the direction of Harken and Marl, the adventurers suspect the worst. After a discussion, instead of heading straight in the direction of the fires to investigate and possibly help, they decide to stay in Tor's Hold the night to make sure that it remains safe, to see out their contract.

Coming back to the village, they take a well earned, though uneasy rest in beds prepared for them. The night passes without duress, with no further attacks on Tor's Hold.

In the morning, the village elder Bran Torrson expresses concern at them letting some goblins escape and not bringing back any evidence of their success. However, he thanks the adventurers for their supposed efforts, seeing as there was no attack last night at least.

Leaving for Marl, to the south, they come across a group of refugees fleeing from Marl. They learn that the town was raided and set to fire by the Iron Circle. Tom, the young spy, was with them and agreed to make amends for his role in the invasion.

Upon arriving in Marl, a few hours later, the adventurers discover the full extent of the damage. Every building in town had been burnt down, some fields were also set alight and bodies of villagers hung lifeless from the end of noosed ropes in trees around town. In the centre of town, a large banner had been erected, bearing the insignia of the Iron Circle. Footprints of perhaps more than a hundred led from the west of town, continuing along the main road heading east towards Harken.

Deciding to press on towards  Harken, the group took to the woods to avoid detection. Upon arrival, they could clearly see the presence of the Circle: armed guards dressed in black cloaks patrolled the town while the few villagers that were outdoors kept a wary distance. Wanting to discover more, they set out to Old Kellar, the village elder's house.

Old Kellar invited them in, recognising Arturian from the local taverns. He told them that the Iron Circle had invaded the town late last night, taking control of the keep and imprisoning Baron Stockmer. In the morning, they announced their dominion over all of Harkenwold, posing themselves as its new protectors and establishing a new levy from all residents to fund their defence efforts. Kellar suggested that the group head north to Albridge to speak with Dar Gremath, if they wanted to help further and agreed to discreetly keep an eye on the developments in Harken.

Heading north, the group again took to the forest when nearing Albridge. Fantasia persuaded some local birds to fly across to the town to check the coast was clear. They found some patrolling guards cloaked in black, but not enough to deter the group from entering.

Making their way across the bridge, then skirting the town along its southern river bank, they came across a few guards who looked to be about to burn down a house on the town's edge. Leaping into action, they stopped the guards, managing to take one as prisoner.

2. Establishing Resistance – The Albridge Liberation Front

The group finds Dar Gremath in his stables, on the northern edge of Albridge, deep in conversation with the local druid Reithann. Dar recommends to the group that they send a strong message to the Iron Circle that they won't be able to take over without a fight and giving a leading example of resistance to the villagers of Harkenwold. Reithann advises caution in this course of action, not wanting to draw the swift and deadly retribution of the Iron Circle on the town before they had a chance to build a resistance.

The group set out the next morning with Kestrel, an elven ranger that had come to Albridge with Reithann, and her wolf Saphira added to their number. They devised a plan to draw a patrol of Iron Circle guards into the forest to be ambushed. The plan worked well, making a large dent in the invading force before the group safely retreated into the woods, covering their tracks.

Circling their way around the northern edge of the town, through the woods, they burst into the local tavern, where the Iron Circle had set up their base. Raiding the quarters of what they assumed to be the local leader of the Circle, they managed to steal away, back into the woods, before reinforcements could catch them.

Seeking a safe place to rest, they followed Kestrel north to the grove in which Reithann lives with her apprentices. Here, the night passes without trouble and the group make preparations to leave before dawn to take a final swipe at the Iron Circle soldiers in Albridge, before travelling through Harken, to the forest in the south to seek the aid of the Woodsinger Elves.

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