CloudWorld

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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A warning down below...

One way or another, our intrepid heroes find themselves in Greypeak, the last bastion of adventure in a stable and prosperous unity of three nations.

The mighty Xorn, a gigantic tatooed warrior from unknown lands to the north whose brutatlity and effectiveness quickly finds him employment in keeping the peace at Tanky's Tavern.

The young and mysterious Noman, self educated prodigy with a gift for harnessing arcane energies that not even himself quite understands. He ended up at Greypeak by accident but after experiencing the intense magical energies surrounding the place, he may be uninclined to leave.

The aged and experiences Atticus, Sky Ranger and navigator to the cloudships that navigate the skies around Greypeak, who had found himself rescued by Xorn and Noman from pirates who had abducted him.

It was not long that the heroes arrived in Greypeak that trouble became apparent. People had gone missing and strange sightings had occurred. A neglected part of the city, guards were disinclined to investigate. Whether through a kind heart, promise of rewards, curiosity, or maybe just boredom, the 3 had found themselves late at night in an abandoned sewer fighting a giant crocodile.

Atticus bravely put himself in danger to repay his debt to his rescuers, Noman summoned energies unknown to pierce the belly of the beast, and Xorn - who showed no fear – happily wrestled the crocodile if only to rip out its eye as a trophy of his conquest.

It was not long after that the group were shocked to learn that not one, but two creatures had taken on the appearance of an elf known to the group and attempted to devour them.

Through Noman's wit, Atticus' deadly aim, and Xorns brutal power, the creatures were quickly dispatched over a flaming pit of fire eels.

Despite their victory a sad sight awaited them, for at the end of the sewers were the remains of several local people, some of whom they were sent to seek. They would have to break a few hearts with the news of what has passed here.

Beyond the tragedy lied mystery, for Noman found at the very heart of the creatures contained an everwarm stone which he has taken to examine in good time. But more so was a portal to another place unknown. And at this portal hovered a book. Grand, thickly bounded and encrusted with an everwarm glowing ruby the book soon found itself in the envious possession of Noman's.

And so the mystery begins..

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...and trouble up above

Triumphant and in good need of ale and sleep, our trio leave the morbid sewers only to be set upon by Azern assasins.

While Xorn received a dose of poison that brings a shake to him and threatens far worse, Noman proves once again resourceful in providing a timely dose of Antitoxin.

The three pass the night in Nomans hideout and during the day seek to clear their conscience. They advise Xorn's employer Tanky that his adopted boy is sadly no more, and that the cousin of the Water Bearer Bella Minsk has also suffered the same fate.

Xorn and Noman get a tattoo. Atticus makes an omelette.

Noman discovers in the book he took from the sewers blank pages that periodically write themselves in a language he cannot yet decrypt. A natural born prodigy he has pieced together in short time that there appears to be some kind of date or time stamp, as well as a few words here or there such as "hurt" and "return". He also notes that as far as he can determine at this stage, the language only seems to comprise of a single pronoun, "We".

Elrond, an influential priest talks with them and seeks to help them contact higher authorities, bypassing the ladder climbing guard captain of The Ways, Captain Rennier. He also provides Noman with a book on children's fairy tales that bear some striking similarities to recent events.

The trio seek to retire at Tanky's Tavern only to find that he is not there. Xorn discovers a large cache of weaponry and armor in a disshelved state and before the group have time to ask further, they are set upon once again by assasin's.

More numerous and seemingly better prepared, the night's alleys sound deathly still and the guards are nowhere to be found. They had not prepared for an invisible range who shouting from an unknown space behind them had been enough to prompt the leader of the group to signal a retreat. Not before then though had Xorn claimed one victim, splitting him in two vertically, knocking another unconscious, and ripping the door of Tanky's Tavern.

From their interrogations of the captured Azeran, he was revealed to be a cultust of "Azul", the drowned God who seeks to unite the Azeran and flood the world so it may be claimed for them again, according to their legend.

The party decided it was not safe to stay and left the Tavern, shortly running into Elvan, the Elf who's identity the monsters possesed. After some discussion the group had decided to place a measure of trust in this Elvan and followed him into a bolt hole where he revealed himself to be more than he oringally appeared, and perhaps a different kind of monster…

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