Dark Ages: Mage - The Hex Files

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.

Adventure 1
Boat Rides and Sea Monster Attacks
  • The party met on a boat ride to Crete. Everyone had letters of request for employment. Most people could even read theirs.
  • Vincenzo caught a teen girl secret-Selkie stowaway, Aya, going through the goods of merchants on board.
  • The scared Aya summoned a sea drake as a distraction.
  • After calming her down, Vincenzo and Malik found and returned the magical seal pelts that were stolen from her, letting Aya and her drake return to the sea.
Adventure 2
Employment by the Doge and Wolfitaur Attacks
  • The party entered the employ of Lorenzo, son of Doge Iacopo Tiepolo, to attempt to help with some supernatural cleanup.
  • They were directed to the Cretan Labyrinth, where loud noises had been scaring the locals.
    *They beat down a very pissed off Amdusias and claimed the magical sanctuary as their own.
Adventure 3
Questions for Tiepolo and Fishman Merchants
  • A long line of questioning revealed that they had just fought a demon, there were many other demons, Tiepolo was at least partially responsible, but couldn’t do anything about it due to losing his magic.
  • A list of the angels that were attempting to be summoned when they got demons instead was provided
  • A summon for help came from the Hanseatic merchants that shared the ship ride with them.
  • The merchant Ren seemed to have grown gills and was making due in his inn room in a water-filled barrel.
  • Investigation led to a woman at the docks, Morai, who completely claimed credit for the curse.
  • Given that the curse was requested by the second selkie whose pelt was stolen (as ‘tit for tat’), and given that it was going to wear off in a day anyway, the party let it slide.
  • Ren and Gretta were then lectured on how to not piss off the fae while gathering magic goods.
Adventure 4
Hunt for Flauros and the Molemen
  • Demon #2, Flauros, was pinpointed somewhere in the Bavarian forest. A winding path in the Cretan Maze Cray also seemed to head in that direction.
  • The path exited into a Between-World maze populated with 4-foot-tall friendly mole men.
  • The party eventually decided that making one capable of speech was better than kidnapping. Molenapping.
  • Mole Friend communicated that a ‘great green destroyer’ had wandered in and had been hurting his friends.
  • The party slayed the drake that was killing molemen. And then turned it into drake jerky while the weak-stomached Malik pointedly didn’t watch.
  • Everyone exited out the other end of the tunnels, into Bavaria!
  • Except the portal on this end was damaged and one-way. Welp.
Adventure 5
Bavarian, the Sparkling Bend Bandits, and Flaures
  • Now stuck in Bavaria, the party left to try and find the demon they set out to hunt in the first place.
  • They eventually followed forest paths and trails into a bandit camp.
  • Rather than fight the lounging bandits, they challenged them to a battle of the bands/dance off. Which worked. Because high dice rolls.
  • Having acquired a friend in Erick and his Sparkling Bend Bandits, they were pointed towards the Bavarian hamlet of Edelberg.
  • The shellshocked and distrustful villagers pointed the party towards the woods to the northwest, said to be haunted, and said to be where the random fires were emanating from.
  • Multiple fire jaguars jumped down from the trees to attack them.
  • Aforementioned jaguars, when defeated, reformed into a pissed off fiery man.
  • Flaures was very, very murdered at this point.
  • Also I believe sometime earlier, Vincenzo botched a spell for magic wings and instead acquired a light case of ‘my hair is feathers’. He started a one week magic fast.
Adventure 6
Beelining towards Caim, and the Zeno's Paradox Cave
  • Malik remembered he could open and close recent portals, which ‘fixed’ the broken portal back to Crete.
  • The party borrowed the Doge’s library to read everything they could on Demon #3 (Caim), and pinpointed him to Ribe, Denmark.
  • Hopping into a different winding path in the Cretan Maze, they popped out into another Between-Space portal.
  • Time and space distorted so that all outward motion was extremely slowed, but all motion back towards the Labyrinth was extremely easy.
  • While figuring this out, hungry ghosts attacked Vincenzo.
  • Vincenzo gave up on his magic fast to lightning bolt them to death. Still has bird hair.
  • After recovering + some magic space bending + some licking of magical time-bending mold off the walls, the party dragged themselves out the other end of the portal into Denmark.
Adventure 7
Grouchy Demons, Naive Angels
  • Once in Denmark, the party makes a beeline for the town of Ribe in the distance. Malik has trouble with his ‘pinpoint demon’ spell.
  • Kehr attempts to magically pinpoint the wisest person in town. He gets 2 hits: one within the great Cathedral building, and a slightly greater one down by the dock encampment. They head to the docks.
  • The most intelligent-looking person down by the docks is an academic-looking man picking at his food with boredom. Shamus strides up to him with confidence and cheerily asks him if he knows the location of any demons. Because they’re here to kill demons. Demons!
  • The party is grilled/taunted at great length about their supposed demon-killing credentials until the nonplussed man abruptly demands that they continue the talk in his inn-room. They follow.
  • The angry man, Caim, reveals his thrush-headed demon-ness to the party while spitting out, yes, that’s great, please do help find a way to kill me, Ribe sucks, there’s nothing to read.

Exposition BWOMP BWOMP

  • Caim explains that during the summoning ritual that brought him into the world, angels were called and asked for help to kill the marauding Genghis Khan. The first two angels in the chain presumably rejected the call, so demons filled their spots instead. He presumes that Angel #3 hesitated, debating whether the nations it could protect would override the harm caused by directly killing a man. Due to this hesitation, both the angel and its corresponding demon, Caim, were summoned.
  • Caim can’t leave while Nanael is still in the world, can’t go outside a certain radius of her, but can’t approach her either because the Cathedral seems to be warding him out.

Back to the action…

  • The party leaves to find Nanael in the Cathedral, debating amongst themselves if it’s really a bad thing to leave a demon in the world (who doesn’t seem to be doing any harm) if it means they keep bonus angel.
  • The party observes a ‘get blessed by the relic’ line outside one of the back entrances to the church. After a long wait, they are in fact blessed by a ‘holy relic’, which just looks like one of the golden summoning pages they’ve been collecting hastily glued around a stick. The Bishop Jacob describes it as a great holy relic but seems to be hiding something.
  • With assistance from the others, Vincenzo sneaks in during the night. He is caught 2-3 times by the same Extremely Observant Acolyte. He decides that his better sneaking skill is ‘intimidate the acolyte with loud words and ’I AM SUPPOSED TO BE HERE’ school-master-style authority.’ He is taken to the ‘relic’.
  • Vincenzo touches the relic and begins a “conversation” with Nanael in his head. Malik, viewing remotely, sees him zone out but holds action.
  • While in mental-space Vincenzo asks Nanael was she is doing here. She replies (via musical chimes) that she is nurturing the local community, healing the sick, keeping their crops well watered, etc.
  • Nanael did not know that Caim was here with her, and expressed conflict over this.
  • To fix the situation, Nanael asked to be desummoned so as to fix the Caim situation. The most direct way would be the symbolic action of great personal sacrifice. Mildly flummoxed and on her recommendation, Vincenzo stabs himself with the ‘relic’
  • The party, mildly bleeding and concerned that they’ve just pissed off Ribe, hauls butt back to their portal to regroup in Crete

Parting Gifts:

  • Vincenzo’s bird hair now only requires 3 days of magical fasting to go away (via healing of Nanael)
  • Caim, upon leaving, granted the party the demonic boon of universal speech. Sort of. The party members without a common language can now easily talk to each other, but it sounds like rushing water when they do so. This is not at all concerning.
Adventure 8
The Rival and the Twisted Glass
  • The party returns with no major problems to the Cretan Labyrinth Sanctum. Once there, they discover that Mole Friend has captured an intruder.
  • After some talking and offers to clean up and pay the man, the intruder admits that he was paid off by Malik’s rival Idris to plant evidence linking Malik to a theft he didn’t commit.
  • Following the lead of the receipt of sale found planted in their library, the party teleports to Hamburg to attempt to reclaim the object.
  • Idris opens a mental communique with Malik, who manages to coax Idris into revealing that his brilliant plan was to get Malik discredited with and kicked out of the Paradise Garden Chantry’s (sort of) good graces. Malik is a jerk. Malik’s mentor is a jerk. Nyah.
  • Malik cuts the ‘call’ off at this point, using magic to ‘record’ a memory of this conversation in hopes of reporting it to others in his order. Idris’s warding makes this difficult, so Malik only has about a day before the recording dissipates.
  • The party enters the jeweler and curiosity shop in Hamburg, attempting to negotiate the sale of the stolen artifact back. The jeweler is confused (because didn’t Malik just sell it to him?), the party accuses him of ‘everyone looks alike’ racism, they pay him a handsome sum anyway. They leave with the artifact.
  • The artifact is an oddly bent mirror, twisting in on itself. They detect a magical presence. They do not tamper with it.
  • Malik once again teleports the party, this time to the Paradise Garden in Isfahan, Persia.
  • The master of the mirror calmly takes his artifact back, thanking Mailk and friends for the help. He also receives the recorded memory from Malik. He returns to his prayers.
  • Malik prepares to teleport everyone back to Crete…and only makes it 100 feet outside the city. He is now out of the quintessence required to cast.
  • The party is now stuck in Persia.
Adventure 9
The Poet and the Roc
  • Now stuck in Persia, the party consults one of Malik’s map and discovers that they do not want to attempt to travel back to Crete the ‘normal’ way.
  • Malik attempts to find a friendly Ahl-i-Batin in the area to trade favors with. Since Malik’s mentor is a bit of a jerk, the ones inside Paradise Garden are lukewarm to this idea. Instead, the party converses with a poet outside the sanctum.
  • They talk with Saadi Shirazi, a travelling poet, who asks them to help the nearby town of Darud with some livestock problems. In return, he will help them find their way back to Crete.

To Darud

  • The party heads on a 2 1/2 day trip to Darud. Shamus wanders off into the desert instead. That’s probably okay.
  • Magically, they detect that the nearby deserts seem particularly depopulated of life, at least above a certain size. Additionally, a camel whom Vincenzo gave human vocal chords (because this is a thing now) warned them, panicking, of a ‘Sharp Cloud’.
  • Shamus manages to stumble back to the group partway through the camel conversation. This is fine.
  • Shamus also manages to gather a sack of weird ‘stab spiders’, i.e. scorpions, for his rituals. This is also fine.
  • Upon arriving in Darud, villagers confirm that their livestock have almost entirely been wiped out. People have turned to fishing and trading instead. They are concerned about the random non-eclipse eclipses and the giant slash marks in the ground that have accompanied the loss of creature.
  • Magic reveals 2 very large lifeforms in the mountains abutting the town. The team purchases the last remaining pair of goats and ventures up that way.

Into the Mountains

  • A flying Vincenzo, scouting, stumbles upon a roc in a very large nest. It keeps an eye on him but otherwise doesn’t move.
  • The team becomes very psyched about taking down a roc.
  • Vincenzo flies Shamus up to go approach the roc. It is larger than a modern house. Also, tending to a (apparently wounded) baby roc.
  • In a rare moment of discretion, the team decides that killing something this large might not end well. Also, baby roc.
  • The team decides that the best way to handle this is to make the roc very friendly and then very gone. Vincenzo serves as Malik’s literal wingman as he prepares a ritual to make a very large portal to Anywhere Else for the bird.

Executing the Plan

  • In order to win it’s trust, Shamus casts a ritual of gentle feelings and friendship on the roc. He seals the deal with an extra offering of mana, in the form of his companion rat king. RIP, rat king.
  • Malik eventually succeeds, with his final drop of mana, in opening a giant portal to the Great Rift Valley in Africa. With the roc placated, they coax her and her chick into the portal.
  • With a shriek of thanks, the roc nuzzles its chick into a hiding place amongst the African cliffs and swoops down in her new hunting ground to find a rhino or three to eat.
  • Malik no longer has mana to force the portal closed, so the team camps out for the next 12 hours to make sure nothing concerning goes in or out of the portal. Nothing does, minus some flocks of African birds who now find themselves in Persia. (The team is an ecological disaster.)
  • The team makes their way back to Isfahan to receive the thanks of Saadi. In exchange for their good works, he tells them to wander unconcerned through the city’s streets.
  • Traveling deeper and deeper into the twists of the city, they suddenly find themselves back in their sanctum in Crete. Hooray!

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.