Groaning Earth

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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The Shared Dream

Finally, after years of trying I have done it. The dream has found its dreamers. I can feel the echo of it still…

The ground heaves beneath my feet. It splits open and insects and terrors pour out. I search for a stable patch of earth and find myself running. In the distance, I see a town and step toward it. I find myself in Dunstane. To the east and the west, I can feel others approaching. I know they can help. I call out to them and make my voice as loud as I can. I change the dream and place myself in the skies. I call out, “Dunstane! To Dunstane as fast as the winds allow. You are needed…hurry!”

This time I feel their presence. I know they hear the dream. I send my image and that of Dunstane. I’ve done all I can. Sharing the dream is easy for a warden of my skill, but I cannot make them answer the call. I can only hope. The earth groans…impatient…restless…what is coming?

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Fort Dunstane: A Cold Welcome
The Heroes Gather

In one of Fort Dunstane’s strangest days, a number of outsiders appeared in town. No sooner had they appeared, then the town’s farms came under attack by large insects that burst from the ground.

After defeating the insects, the new heroes are accused of being the reason the insects appeared. Their main accuser is Gisborne Aurin, the gnome leader of the Merchants’ Guild. They are defended by Beorn Greatspirit, another member of the Merchants’ Guild, who was the one that called them in their dream.

Beorn attempts to answer their questions but tells them time is of the essence and offers them two items: a bag of gold and a glowing stone that will lead them to Beorn’s old temple.

The heroes take him up on the offer and escape out a tunnel in Beorn’s office.

The tunnel leads to the edge of the Northern Woods inhabited by elves that distrust Fort Dunstane. The heroes decide to follow the direct path the stone through the woods instead of going around…

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The Northern Wood
Bugs, Ambush, and Murder Most Foul

The heroes were stopped on the way into the wood by elven archers. They declared that outsiders were not welcome due to recent events with Dunstane. After a brief skirmish and standoff, it was determined that as allies of Beorn they would be granted passage through the woods. The elves also let it be known that they were missing two of their own in the wood, Arathis, their lead sentry and general, and Rigel Sarin, a former Merchant’s Guild leader who had disappeared into the wood five years ago.

The heroes decided to help them locate these two in exchange for shortcuts through the wood. First they looked for Arathis. They are guided by the elven sentry Baracus. The group finds Arathis wounded and surrounded by large praying mantis and many of the same insects they fought in Dunstane. After saving Arathis, they are thanked by Baracus who stays behind to tend to Arathis.

The heroes are given another choice to continue on to the temple which Beorn told them to find, or to help locate Rigel. They decide to help find Rigel and a disgruntled elven sentry named Lyonus guides them this time. During the search, Lyonus ambushes the heroes who overcome him. They find a letter from Gisborne that states any such group working for Beorn is working against the elves. The heroes drag his unconcious body along and when the find the temple where Rigel was last seen, they use him to detonate all booby traps. After a search and some meditation, Rigel’s body is found under a collapsed column. Some excellent perception rolls allow the heroes to learn that he was stabbed at a low angle and find fancy blue silk torn at the site. Signs point to Gisborne’s involvement.

The heroes bring Rigel back to the elves Sylvan Hall and report their findings. They then finally head out to Beorn’s temple…

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The Forgotten Hall
Beorn's Temple

After completing their tasks in the Northern Wood, the group presses on toward Beorn’s temple following the glowing stone. They pass confused guards with rising suns emblazoned on their chests and rush toward the temple.

The find the Forgotten Hall and make their way inside. They briefly explore and realize they were followed by the guards. They play it safe and wait for the guards to leave. Then, they explore in earnest. The Forgotten Hall has a few places of note:

The Speaker: a statue in the entrance to the Forgotten Hall that holds and relies messages

The Library: seemingly small at first, but one can request any book by name and if it has ever been stored in the library, a copy of it will be produced

The Armory: a nearly infinite storage space that can summon any item stored within it

Reginald: a living statue that runs the training gambit, a room that can match any desired challenge to test a heroes skill

Aside from the above, the temple also has a non-denominational devotional area, beds, a small kitchen, and a study in the library.

The heroes took a rest and did some training and reading. Then they were finally met by Beorn who filled them in briefly on the coup in Dunstane and pointed them in the direction of the town of Morning Crest as the next stop to get answers…

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