The first of many camps

the fighter coud de gras the mage and they loot the body. they go back to camp. they sell loot, gather information and prepare for dungeon delving into the hole. they learn of a possible bandit assault on a fort but were unable to get details. they also learn who was backing the two factions. the Deathwatch Cult backed the lizardmen and the white sky pirates backed the Merlocs. the rouge gets into trouble, again, but the ranger was able to pull of the heist. the fighter and cleric recognise troble and request and are given prisoner rings for the other 3. the city council wants the hole dealt with and cleaned up. they set off into the hole and find that it is actually a enterance to a secret base. the cleric somehow released a crazy wizard dude that unpetrifys the guardian monks that respond to the intruders. one teleports off but the other jumps down to defend. they try to calm him but it ends when he goes into a trance and the gunslinger shoots him. thee monk is a brutal fighter destroying the gunslinger in a couple hits but eventually getting knocked down by the fighter. the party advances forward but falls literally into a trap. the fighter and gunslinger fall into it first but they get out. the rouge tries to jump over it but completely fails, falling into it. the ranger does the same thing but hits a wall of glass on the other side and falls down as well. the gunslinger shoots the wall down and jumps across. the cleric tries to grab the fighter and glide across but fails and falls in. the party climb out of the acid but when they try to rest an annoying murdurous halfling appears. they stomp upon the would be assassin and tie her up and throw her in the sack

Party out of sorts

the party found itself split up at the opening but quickly killed the croc with a satisfying spider chomp. the Fighter and the Cleric were struggling against the burly merloc pirate when the rest of the party came down. the rouge however forgot his stealthy escapades through the wires and set them of bringing down a shower of bricks upon his head. they kill the merloc pirate with a dagger to the throat as the rouge rejoins the party and delivers the killing blow. the adventurers continue their adventure and come across the merloc with the croc talking with someone down the hall. they charge him only to be confronted with the terrifying 5-headed hydra! unfortunately the hydra couldn’t seem to hit the nimble dwarf and missed most of his shots. it was a pathetic boss fight. they open the pipe that they seem to be guarding and continue along to the other side. they come across a wall that seems to have been built so they have the bright idea to knock it down. on the other side waiting for them, is the Lizardman chief and a human sorcerer. its a tough fight that ends with the party opening up the pipe to shove the magic missile storming mage away so they can finish of the warrior. in the process the spider takes some punishment and is dying. the Fighter charges after the mage, who had tripped his own trap along with the reinforcements that had been coming.

Story so far

the party was put in an arena with one tiger but screwed around too much and had to deal with a second one. when they won they got sold to the army to clean out the sewers and unblock them. they went in and saw a romeo and juilet scene and got the lay of the land. they then went in and was attacked by 6 lizardmen. they crushed them. as they were being looted they experienced an earthquake the lowered the light level by one and caused some things to collapse. they then split up. the druid and the melee ranger encountered a spider that they proceeded to tame it. the rouge and the ranged ranger meet a merlock and croc. they lead the m back to the spider group. they all take some damage and the spider scares the croc group off. the other group consisting of the fighter and cleric as well as the engineer npc meet a merlock pirate.

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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