Tribes of Might

So it begins

On the run from the Imperial guard, Torin and Hakkon make their way to the Badlands. The only place the imperials will not go, the only place they will be safe.

They end up in the town of Taarn, a small outpost with a few ramshackle homes and a singular store The Drunken General one part drunken, one part general. After visiting the general store and meeting a man name Chet, they made their way to the other side of the building.

Whilst they were walking they noticed that the denizens of this place did not seem like the high society that the empire was known for. Everyone seemed more rugged and prepared for a fight, but not overtly hostile in anyway.

Arriving on the otherside of the building they came to the entrance of the Drunken part of the store. Outside stood a bouncer of large proportions, surrounded by all assortment of weapons. Torin and Hakkon relinquished their weapons to the bouncer and made their way into the bar.

The bar was lively and loud, everyone was either fighting, talking, or playing some sort of card game. Walking up to the bar they met the bartender Chett (with two T’s) after some attempted robbery at the hands of the bartender they proceeded to leave the bar.

On the way out of town they found a help wanted board, mostly filled with bounties for creature skins and the like (the occasional live creature as well). They decided to take the first bounty that was posted by the leather worker from the next “town”. The bounty was for forest snakes “the bigger the better”.

Making camp on the edge of the forest they attempted to rest for the night. While standing watch Torin heard strange noises, slithering coming from deeper in the forest, and not just one sound but many. He quickly awoke Hakkon, who was not all too happy about this.

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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