Guild of Dungeoneering

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 story so far
The start of digital

Guild of Dungeoneering

After several journeys to neighbouring towns, the guild had accumulated a small shred of notoriety. Banners were no longer drawn in mud and stuck on sticks. It seemed that the propaganda posters had paid off for guild numbers had swelled.

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De'Laneys

As winter sets in the Swampwood contract with the De’Laneys begins in earnest, as after a quest of Vengeance north of Shieldbreak, business seems to have quieted down quite substantially.

The swamp wood pays well and the guild grounds are now home to labourers and some of their family members set up temporary housing.

There is also a large low log house and the wall around the grounds is looking some what more defensible.

The guild also keeps somewhat regular contracts open with The Twins as this work tends to pay well.

Most recently the guild handed over a ledger retrieved from an assassins chapter house, and assisted with the removal of some red dragon cultists, and ran into some uncanny dark spawn in the on-going investigation of the ‘Spindles’ which seem to be of be of near obsessive interest to Elzar.

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S3.4 a Knight's Trial

The tale picks up with mysterious letter from the Illusive Immaryl formerly of Caldor.

A few days after the party leaves a wounded Sir Grimsley arrives at the guild, accompanied in advance by a message from Marie to Mycroft.

On Delving into his mind, some disturbing messages were revealed amoung the confusion. In particular something about Ankor looked different….
However after ritual of divination with the Order of the Silver flame and their deity of Life, Vraxis deigned that there was sufficient interest pointing him to Shieldbreak,
“Betwixt mountains and those who whisper…”

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