Portal to Sirap

Recap of Episode 2
Gearing up, Entering the Maze

We gathered once again for the adventure. Unfortunately, Will was unable to make it, so Doctor Orpheus was mostly sleep-walking around with the rest of the team. Here is the general gist of what happened.

The team left the royal palace with Johnson McNally, their gear was returned, and they were brought to the Mercenary barracks. They proceeded to pick out bunks, and some tried to get sloshed off the keg of ale.

Andrew attempted to spill beer on Hans’ bible, but tripped early, spilling beer on the floor. This startled Hans however, who jumped, and spilled a beer all over himself and the bible. It was a traumatic event for Hans. Jim guzzled beer without consequence. Rex went into sleep mode. Nuul got herself plastered. Andrew somehow pounded a lot of beer without ill effect. Doctor went to sleep early. 1812 discovered some pocket change scattered about the floor.

They met Commander Adam Aiden, who informed them that they’d need to gear up to be mercenaries, and that they’d get equipment the following morning. They’ll need it for the maze. He also informed them that the royals control Sirap’s armies, a living army of volunteers, and a much greater army of undead. Sirap has not been invaded successfully in hundreds of years due to the undead army. Any person who dies and is buried within the state becomes part of the army; they can be raised by the spirits to defend the realm. It is merely reanimation; the spirits of the deceased are allowed to pass (unless there is a strange circumstance, such as it is for the royals themselves).

The following morning the team went to Lady Lizbet’s Gardens, and met the druidess Norma. She sensed magic about Doctor, and particularly about Andrew. Somehow, they were able to converse in druidic, and she taught him summoning spells. She invited him to join her in the gardens in the evening to summon his companion.

Next everyone went to the armor smith, Reynold Pool. He gave everyone some armor, even new cloths for those with beer soaked garbs or bright orange jumpsuits. Rex received some armor spikes, so he’s even less huggable. They next saw Mr. Wilson, the cleric to the stormsman who also makes kickass weapons. He gave them generic weapons, until they get mature enough for better stuff.

Andrew’s evening of becoming a druid went well, and he gained his animal companion: Varcav the wolverine. A really big wolverine. Varcav isn’t overly aggressive when he’s with Andrew, but he’ll bite anything that gets near him without permission.

The team rested another night, and then entered the Training Grounds Maze. They must find at least 6 red flares and set them off, without resting, to complete the event. There are 10 red flares in the maze, and the team gets extra bonuses for finding all of them.

They found a small amount of loot at the beginning, wandered through a hall, and came to a split. Doctor and Jim went to the right, and through a barred door (pulled lever to lower the bars). Nuul, Andrew, Rex, 1812, Hans, and the wolverine went through the large cracked-open metal door.

Jim set off a trap in his room, making him dazzled and partially deaf. It was a loud sonic boom. Doctor was far enough behind to not suffer those consequences.

Meanwhile, the others found a flare! And they set off a much more troublesome trap. Upon picking up the flare, the room began to fill with an absurd amount of water. They soon found themselves having to swim or climb up the walls. Nuul and Hans had trouble staying afloat, but didn’t die. After some trouble swimming or climbing, Varcav and 1812 managed to pull levers 30 ft over the ground, and the water rushed out…. a bit too fast. Everyone except for Andrew got back to the ground fairly safely; Andrew landed on his ass.


Please make sure your character sheets on OP are filled out fully, in case of someone cough cough forgetting their paper sheet, or someone being unable to join us snorts.

Also so that I know how to mess with you better.

Recap of Episode 1
In which our adventurers find themselves confused

The misfit adventurers have entered Sirap, either by falling into a portal, getting pulled through, or calmly walking through like some kind of sentient machine… wait…. yeah, that happened.

They were found at the top of the Independent Wizard’s Tower with a dead wizard. Then they got arrested (kindly, since Rex did not attack) by Fischer and Pines. They sat in a cell for a little while before being taken to the High Spirits. Now they’re being shoved into the mercenary guild to avoid staying in prison, which would have to be done to avoid too much suspicion and unrest in the city.

1812 is happy to not be in prison.
Andrew is kinda an asshole, and has weird ears.
Doctor seems like a rather polite young fellow.
Hans got extremely confused by the The Royal Spirits, kneeled in an attempt to be respectful, and due to Nuul’s prank, panicked, and rolled around on the floor. Some tank he’ll be!
Jim is confusing everyone by being super scoutlike, and oblivious to everything.
Rex calmly stepped through the portal and smartly decided to not attack anyone. He is a mystery to most. The guards still think he’s a golem created by the wizards of the city.

A new beginning

Due to popular demand, DM Cyradis is relaunching the campaign. The idea is the same, and we will begin at the same spot we did previously.

New participants include Bryan and Urban and soon new friends.

Entry into Sirap

Psycorax, Attilius, Bill, Leebob, and Holger suddenly found themselves in the top of a tower with a dead wizard.

Captain Finn Fischer, Sergeant Harold Pines, and a dozen guards escorted the confused lot to the Sirapi Prisons until the The Royal Spirits of Sirap decided to meet with them. Johnson McNally, Liaison to the Mercenaries led them to the meeting, and a discussion was had.

The group adopted Psycorax so she wouldn’t be sent to an orphanage, and in doing so bound themselves to her life. They also pledged their service to the Royal Spirits, enlisting as mercenaries for the royals to hire. The royals wish for them to investigate connections to the Ferryman so that they can have less of a burden in their non-afterlife. Not all of the royals are so keen on this, as although it would ease their personal burden, it would also threaten the peace of the realm.

Holger wants a boat.

The Adventure Begins!

TK has been lost, but the fun still continues.

Veronica is illustrating the world from Bill’s PoV.

The Viking is biking here.


Characters Nearly Done!
Putt putt putt

TK has made a monk (someday to become a dervish too)!

Both TK and Jim need names and more bios for the characters, but here is the new and improved line-up:

Jim, as a lawful good curmudgeon gnome cleric, who despite his stature, reveres strength and protection.

TK, as a lawful neutral space elf monk, who may encounter many jokes regarding a mispronunciation of “dex”.

Conor, as Psycorax, the creepy little girl necromancer.

Donny, as Gaius, a Roman of many scruples.

Veronica, as Bill from Accounting, who hated his job.

And Dominic, as Holger, the half-orc barbarian who reveres wisdom (likely while scratching his ass in public).

Soon, they shall be tossed into Sirap!

Character Bios
Who the heck are you people?!

We’ve gotten a few of the adventuring group’s characters up in the Characters section. Still looking for the rest of them!

Right now, the bios and descriptions are the important part. We’ll get stats dealt with later and in-person. Who is your character? How did they get where they are at the time of portaling? What do they love? If they could have anything, what would they want? Is there anything they dislike, or hate? Get into all the juicy details!

Beginning the Wiki
Warning to New Users

I’ve begun the wiki pretty nicely. Until we start playing, how much you view will be up to you. If there is anything I want deeply hidden, it is on DM only sections. I’d recommend just starting with the House Rules and perhaps Conjuror Errol Brights pages however.
The group is now composed of a child necromancer, Roman centurion, nordic barbarian, and Bill from Accounting

Portals Beginning

I have begun writing for the Portals campaign. The idea is that the players are from many worlds, and a great wizarding accident yanked them from their home worlds and adventures and into mine – beginning at the source of the accident. They are pulled into the city state of Sirap within the empire of Namora, and will be arriving at the top of a grand tower… which is missing its top, with a dead wizard at their feet. My goal is going to be to mess with their motivations; I want to give them their greatest desire eventually and make them turn it down. How to do this? I don’t know yet. We will see how this plays out. Thus far I’ll have a Roman centurion, a child necromancer, and Bill from Accounting. This is going to get funky.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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