The Messenger

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.

Leaving Aventine
Enter the Messenger

The festival of Raishé has continued for several days. Damakos, Seymor and Roy have somewhat gone their own way during its course.

As the last day dawns, Damakos comes across Seymor entering the blacksmith's house. After a short argument regarding personal and private space, they continue together back towards the town hall. Damakos tells Seymor that he saw Roy go of somewhere with a lovely female elf and didn't see him again.

The town slowly awakens, after four days of feasting, the final day is looking to be somewhat of a drag. Gentle conversation fills the air while people talk in the streets, enjoying the early hours of clarity of mind, not yet addled by alcohol.

As Seymor and Damakos walk together towards the town hall, unbeknownst to them, on the opposite of the street a shorter, cloaked figure is quietly observing the goings on.

Suddenly the streets starts to fall silent and tension starts to creep into the air. The crowd parts as a figure strides calmly determinedly down the street.

It is a tall human male with shoulder-length dark blond hair pulled back into a ponytail. That by itsself isn't jarring, the rest of his appearance however seems completely out of place. He walks calmly, straight backed with a pack and a staff as if nothing is wrong, but his clothes are bloodied, ragged and torn. But the most shocking thing is the emblem emblazoned on his forehead: the mark of The Messenger

Seymor, having gotten bored after days of partying, runs ahead toward the town hall, hidden behind the crowd. Both Damakos and the cloaked figure on the other side of the street wait for The Messenger to pass ahead and follow, shrouded behind the crowd.

Seymor bursts into the town hall, which is still filled with people, and hides in the rafters before The Messenger steps into the hall, the people inside look up, curiosity, fear, confusion and awe in their eyes, as The Messenger walks between the two tables and straight for the mayors office. The people silently up and leave as The Messenger enters the office. Damakos and the cloaked figure sneak in while the crowd files out.

Damakos seeks our Seymor while the office door stays closed. The cloaked figure joins them and introduces himself as Zook, a gnome with a mysterious past which he does not divulge.

The mayor steps out of the office with The Messenger, somewhat surprised to find these two slightly familiar and unknown figures sitting, waiting, in the middle of the room.

The Messenger is on his way to Munsell Lake, two to three days from Aventine, but had lost his escort on the way. He had come to Aventine to seek aid. The mayor asks the Damakos, Seymor and Zook if they're up for it. They accept and set off towards Munsell Lake.


The Messenger has not said a single word.


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