Time Warp

Wizard Time Machine

The game will start deep in a dungeon. The group is in pursuit of the evil wizard Vozitsya who is rumored to have assembled a machine in his lair that has the potential to destroy worlds. The heroes have been commissioned by the local kingdom to investigate.

The gang comes careening down the chute they had just fallen down a moment ago. Everyone falls on top of each other.

[Everyone pick a number, roll the equivalent die. The number rolled is the person on the bottom. Odd/Even roll, fail= 1 DMG]

The group finds themselves in 20′ × 10′ room. The opening to the slide they came from is closed. It is well lit with 6 torches equally spaced on the walls around the room. Two chains hang from two separate holes in the ceiling. There are many sharp hooks along the bottom of the chains.

[Perception check]

There is a faint hissing. (Pin sized holes around the room are leaking flammable gas. DM should start a timer for 5 minutes. At the end, the gas meets the torches.)

[Insight check]

The players smell the gas. The only way out is to climb the long way up the chains through the cramped passages.

[1 Superior Climb check or 2 moderate ones]

Once they reach the top, burnt skeletons, whole and not, are scattered about. The room is similar to the bottom, except there is no wall to the south. Peering out, there is an immediate right turn to a medium length hallway. (With the assistance of light, they can see the hallway ends in a right turn about 40’ away.)


Success= The sound of grumbling, chewing, and lip smacking can be heard from down the hall.

(Once the timer is done, the gas erupts into flame which causes a blast of light and heat.)


The noise becomes and shuffling, then steps. The group can advance to the hallway, where they are met by two large trolls, or they can hold their ground within the room. They may also attempt to hide to catch the trolls by surprise. The trolls will enter the room and each grab one chain. They flail them about. (The intention of catching a hook at the bottom on a cooking victim below).

[Knowledge Nature]

They’ll need fire to rid of the trolls. Physical attacks will heal every other round, even after dropping below 0. Fire damage causes a permanent drop. If they’re clever enough, within the room they may try to bull rush the trolls down the holes and into the fire.

Continuing further, the turn to the right is the troll den where the sparse remains of their charred victims lay. Across the room is a narrow staircase that bends to the right. Many traps plague this path.

[Reflex x3] – Person in front.

Each success will reveal a trap without harming the player. Trap description is DM discretion.

Once at the top, a long hallway stretches from each side. Openings are sporadically placed on both sides. They appear to be chutes similar to one they slide down before. They must allow for quick access for certain parts of the dungeon. At the end, a door can be seen that shimmers in the dark. It’s all gold. Words are inscribed on the top.

“I never was, am always to be,
No one ever saw me, nor ever will
And yet I am the confidence of all
To live and breathe on this terrestrial ball.”
Hints: It never comes.
A reference to time.
Answer: Tomorrow.

The door slides open. The room is dim and empty. Looking up reveals a giant glass ball with intermingling parts of wood and metal crisscrossed throughout inside. Suddenly at the other end. Vozitsya (Vo-zeet-sa), the wizard, appears sitting on the other side of the room. He does not do anything. Trying to communicate will provides no results. If the player throws anything or attempts to confront him, he accidentally activates the machine above (through floor tile or button). The wizard was an illusion which vanishes. Loud sounds of banging and clicking begin. Some parts inside the ball are moving. More and more parts begin to move and as they gain momentum, they emit light. In the middle, Vozitsya is seen sitting and smiling. Eventually the insides are just a blur of motion and light. The light erupts, encompassing everything.

Temporarily blinded, the sounds of clanging steel and men yelling surround the group. They find themselves in the middle of a battle.

The Sons of Telemon

Heroes find themselves suddenly on a sandy field. The sound of clashing steel is overwhelming. Men everywhere are shouting names as they bang spear to shield.

“Move you worthless mercenaries!”

A man of enormous size is standing behind them brandishing a spear and large shield. Another man crouches on one knee under the giant’s shield. His eye is keenly locked on the soldiers across the field. The thump of his bowstring sends an arrow flying.

The arrow hits its mark, which is the neck of an opposing soldier. A few arrows volley back at the large man and archer but are easily blocked.

“Together the sons of Telamon are invisible” the great man shouts. Another arrow flies from his companion, and strikes another soldier. The bowman is remarkable.

“Behind me!” [Opposing intimidate checks]
Heroes are safe regardless. They don’t bare the look of an Achaean or Trojan and thus draw no attention. They can take refuge behind Ajax’s shield if they like.

However, Trojans are now growing angered by the continued shower of Teucer’s arrows and have formed a phalanx to rid themselves of the annoyance.

[Sense Motive]
A look of fear comes across Ajax’s face.
“We must make an exit now, brother.” says Teucer shakily. “I would, if every archer in sight didn’t have their arrows pointed toward us.”

Arrows (thunk, thunk, thunk) against Ajax’s shield. He is only able to move at 1/5th his move speed. Players will engage in combat making sure no soldiers reach the brothers. Each round, Teucer will fire an arrow, taking out an archer. After 5 turns, all archers will be rid of and Ajax and Teucer will help fend off the Trojans and route what remains of the phalanx.

“Haha! Mercenaries with backbone. That’s something you don’t see everyday. What are your names?” [Players introduce themselves]
“I am Ajax. This is my brother Teucer. Soldiers as brave as yourselves must be granted audience to our king. Follow me.”

Agamemnon makes his bluff. Nestor makes his appeal. Ajax makes his presence known and announces the heroic act of the players. Agamemnon down plays their triumph. If Achilles doesn’t fight, what’s the point of heroism?

“Maybe you great heroes can match wit and wisdom with the fleet-footed one.” Agamemnon jests. Players should take this challenge serious. They can ask anyone for where Achilles’ tent is located.

Achilles will meet the heroes with an arrogant swagger. He constantly reminds them that with his friend Patroclus here with him, there’s no reason to fight. Secretly, Vozeetsa (he only vaguely describes the appearance, he does not know his name) has convinced Achilles the prophecy that if they engage in combat Patroclus will die. With enough prying he will admit this.

Players can either take up arms against the Trojans themselves. This will reinvigorate Ajax, Nestor, Odysseus, and Agamemnon. They will be seen as the real heroes and brand Achilles a coward. Or, they may kidnap Patroclus and send Achilles into his classic blood-rage.

At the crux of the result, the players are hit with the same blinding light as before. Where they land next will be found out next time.

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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