The Edge of the Wild

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 Marsh Bell
The Adventure Begins

Spring 2946

Three individuals happen to meet at the Red Bull Tavern. They are Beli, a dwarf from the Lonely Mountains;the Bride, from the Woodsmen; and Caranthir, an elf of Mirkwood. The bartender gives them some details about two missing dwarves and the fact that Glóin is looking to commission a group to go search for the missing dwarves. After exchanging some information the three decide to go see Glóin together to see if they can get the commission.

The adventures head over to the rich mansion where Glóin is attending to business. After meeting and discussing things Glóin decides to give the commission to the adventurers. He also gives them a paper allowing them to borrow a boat. He warns them to be somewhat circumspect as the new town Master may try to flex his muscles.

The heroes get their boat and head out without incident. They plan a journey down the river which will take four days. The journey from Lake-town to the Stair of Girion passes without incident. On the western shore of the lake where several wooden piers jut out. The Lake-men, who are mostly young, eagerly invite the travelers to join them. The travelers, in particular the Bride, sing songs and tell stories about times long ago. The Lake-men introduce the travelers to Nerulf, a decrepit Northman who warns the adventurers “If you go south in the marshes take heed: tread light and fear the gallows-weed.”

The adventurers enter the Long Marshes and travel to the edge of Mirkwood. The area is oppressive, depressing air and the travelers begin to question why they set out on the mission. The heroes discover they are being followed and they have discovered the path that will lead them to the missing dwarves encampment.

Advancement points: Custom 1 and Personality 1

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The Marsh Bell Continued
Session #2

As the heroes make camp for the 2nd night they notice 4 wood elves led by Galion, a former cupbearer of the Elvenking who has been sent on patrols to discover who is coming and going along the river. Caranthir is the party spokesman and he tells the 4 wood elves that he is helping the party find 2 lost dwarves. Galion tells them that they did see two dwarves camping in the area. But before he can say anything else Beli shouts “Tell us where they are?” and angers Galion. Galion asks who they are looking for and when Beli says it is Balin Galion roars in anger (as Balin is one of the dwarves he blames for his current predicament) and storms away into the woods.

The party is standing around in consternation and decides to examine the flickering lights near to their campsite. Beli is surprised (but is saved at the last minute by Caranthir) by a huge Stone Troll who looks emaciated and wounded. A lively battle ensues. The Bride has an extraordinary hit to start the battle and severely wounds the Stone Troll. Beli misses when he swings but Caranthir stabs it through the arm. The troll swings and widely misses the Bride. The Bride slashes the Troll’s leg. The Troll dies on an extraordinary damaging roll from Beli. When the examine the Troll they discover a large slash from an ax. They also discover 3 gold coins which they split up.

After sleeping the night they wake up and search the campsite. They discover a small jeweled box. Inside is the letter from the King to the Eagles. The Bride and Carathir want the box but the party agrees that Beli should carry it.

At this point, the events of the previous days have worn out Caranthir and the Bride who are now weary.

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