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Campaign of the Month October 2026: The Final Reaping
Mysterious forces are at work in this Shadowdark RPG version of the legendary world of Greyhawk. Main players, and sometimes whole societies, are sowing distrust and dissent among the Commonfolk; so what will the adventurers do to progress? Find out what happens when a creator blows his perception check against its deception check as we converse with GM Aveneer discussing his campaign, The Final Reaping.

First off, feel free to tell us about the person behind the GM screen. Where are you from? What do you do aside from gaming? Alter Egos? Life partners? Family? Where can we interact with you on the internet?
I am from Chicago. I am a high school math teacher and math team coach. I have a wife and daughter, both of which do not share my obsession with RPGs, which I am glad for. It’s nice that they have their own interests. I didn’t want my daughter to become a mini-me. My Instagram is @nuttle_shuttle
Tell us a bit about your players. How long have you been playing together. Describe your typical gaming session. Online or In Person?
My players are a mixture of ladies and gentlemen, some of whom I’ve been playing with since college (early 90s). The ladies came later, as they are spouses. Most games we play in person, D&D 5e, with laptops on Roll20, but this campaign, The Final Reaping, is a Shadowdark game, so I wanted to keep the tech to a minimum, so we are all pencil, paper and dice for it. I usually set my games in the World of Greyhawk because I think it’s the best blend of high fantasy and mystery, with enough lore built in, but enough space to put your own stuff in there.
As for a typical session, usually everyone is late, and them we spend 30 minutes bickering about food. Finally, once we start playing, we go for 4 to 5 hours. My games are a mix of SERIOUS FANTASY and random gouts of hilarity mixed in (usually from player antics and monologues/conversations). The Final Reaping is deadlier than other games, because such is the nature of Shadowdark.
This game is also unique in that it is a “drop-in” game, meaning that whomever is available to play shows up and plays. That is why the players change from session to session. This came about because we have a schedule that we follow as a gaming group, and if not enough people can play, I wanted to have something else for us to do. So this game sort of started as background noise but is slowly inching its way to a more prominent spot.

You have chosen to structure your campaign with everything on the Landing Page. Nonetheless, there are some significant design techniques employed in creating the set up with links and pictures. Please describe what tools you used in doing this, and how you came to decide on the layout of the campaign.
All of my other Obsidian Portal campaign pages (Miscreants from Meazeltown; Dragons Are Little Bitches, Man; The Temple of Elemental Evil; and The Further Adventures of the Crimson End) have the same structure. I wanted this to be a bit different. I saw this structure somewhere and I liked it. I have no talent whatsoever in programming so I did what all programmers do: I asked AI to help me build it. Since I wanted it to have an old-school flavor, I made the color palette mostly monochromatic, and I chose images that came from OG D&D books and modules. I also love fonts so I wanted to find some interesting ones to use. Sometimes I go overboard, and at first I did, by using a very flowy, difficult-to-read font for the normal text, but I just switched it up for the default Shadowdark font (Montserrat).
I suppose I could go even further and make the sub-pages similar to the Landing Page, with images of each NPC/place/item/etc. in a box that links to their wiki page, but that is a tale for another day…
The Allies and Enemies windows are interesting. Currently there are only two listings in the Enemies section and both seem to have had previous experiences with the Adventuring Group. Is it the same group of players, and, without giving away any secrets, do you intend for them to have major roles as antagonists in the New Campaign?
I don’t want to flag enemies as “enemies” unless players are sure that they are enemies. There are lots of betrayals and double-crossings in my games, and so players aren’t really sure who to trust at first. For example, the players encountered The Scythe and The Skull (the two creatures that disrupted the ritual of Incabulos) and my players were asking among themselves if those two were on the players’ side or if they should be attacked. I mean, one of them wielded a bloody scythe and the other had the skull of a lizard on his head, but they didn’t actively attack the players, so are they really enemies?
The enemies listed are ones that the players have actively crossed swords with, though I should update that based on our last session. And, to be honest, Ulfar the Black was a random encounter who the players set free after defeating him and his surly band of baddies, so who can tell what burns in his heart?

How important are Deities to your campaign?
I like to make the world seem as realistic as possible, so worship of deities and people and heroes trying to carry out their deity’s wishes is seen. Motivations come from dogma, especially since deific power is on display constantly. So I would say that deities are pretty important.
Tell us something about Shadowdark RPG. What made you choose that system, and what do you feel are its main benefits to your campaign?
I played D&D all my life, and when Shadowdark came about, I was skeptical (as I am with all new-fangled things). But this new-fangled thing was a new-fangled thing disguised as an old-fangled thing. Like, I blew my perception check against its deception check! I read the free guide and the random tables and the carousing really spoke to me. I also really enjoyed the idea of light playing a much bigger role, and if light is taken away, every creature around the players gets advantage on their attacks.
One of my campaigns (Miscreants from Meazeltown) has as its conceit that the players are some of the weaker monster races (kobolds, goblins, derro) trying to take back the stuff that humans, elves and dwarves have stolen from them. I wanted to make that campaign a Shadowdark game, but in Shadowdark, darkness and who has darkvision plays a major role and it didn’t make sense to have the players be the only underdark denizens NOT to have darkvision, so I kept it 5E.
Since this campaign uses a lot of older adventures as its basis, I felt Shadowdark would fit in well with that old school D&D deadliness. Plus, it’s so easy to run. When my group was at Gen Con last year and we played some 5e and even 3.5 D&D, I turned to one of my friends and said, “We could have had four full combats in the time it took us to get through this one combat.” Which is true. Combat is so fast. I typically over-plan in my games and we never get as far as I want to, but in the first session of The Final Reaping, we covered all that I planned for. It was both shocking and amazing.
How important are your Adventure Logs to the campaign?
To me, they are very important. To my players, less so. There is so much info in them – foreshadowing, clues and solutions, in addition to a summary of the sessions. In an ideal world, every one of my players would read the adventure logs, but we all know they don’t. It’s not really their fault. My gaming group is blessed with SIX DMs who want to run games, so it’s sometimes difficult to keep track of what is happening in which game. But like I said, the logs are very important because they include vital information, and they allow me to write the plot of the adventure in a narrative form, which I find fun and challenging.
As an aside, I really get annoyed with myself when I break tense in the logs or misspell a world. But that’s just me.

Without divulging any major secrets, what are your future plans for the Campaign?
As I said before, I wasn’t planning to run a Shadowdark campaign; it just came about because we had openings in our schedule and I just threw it in there. I got the idea for the campaign by reading through old Dungeon magazines. I found an interesting adventure (“The Dark Conventicle” from Dungeon #11) and came up with a way to modify it and expand it to cover an entire campaign. I didn’t want to write a whole campaign, so I also stumbled upon a repository of old Living Greyhawk modules that I decided to use to link the whole campaign together. It actually worked out really well, and the Living Greyhawk modules are all designed to run in a 4-5-hour session each, so it kind of fits in perfectly. Of course I had to modify them slightly to fit in with the theme and the plot of the campaign. I also found the use of Creighton Broadhurst and his Dread Thingonomicon invaluable.
So future plans. Well, the heroes have to get the diseased Zenobia to the port city of Scant. They also have the mystery of The Scythe and The Skull to worry about. There are many murders that have happened. They also encountered the boy Aaront with the dark spirit inside of him. Plus, the player Mick has a curse on his arm that he needs to either investigate or get removed. Will all these threads converge? It all seems too easy doesn’t it? Like it will all wrap up in a nice box with a bow on it.
There is currently only one Map on the system. Will you be adding more as time goes by, and have you ever thought of using the INTERACTIVE Mapping to list things or make further links to the main WIKI?
I haven’t used the maps because I don’t know how much my players would use them. I tend to put any maps on the pages that relate to them, but I could just link to the maps page. I will be adding more. Usually I include mainly maps of cities.
I had never thought of using interactive mapping. Maybe I will. That’s a cool idea.
The campaign seems to be in its early stages, but have there been any memorable sessions that stand out so far, for you or your players?
The second session with The Scythe and The Skull was memorable for the “Oh shit” reaction from the players. In the last session we played (which I haven’t uploaded yet), the players ventured into a kobold warren and right before one was about to attack, the light timer went off and the player was left in darkness as their torch went out right before they attacked. The session with Ulfar the Black and his compatriots was also amusing as there were two boats drifting down a river and one of the players, Lirien, fell into the water. But the wizard, Liorka Bonepickle, who had a background as a thatcher and carried a wooden ladder (tools of the trade), lowered the ladder down to allow Lirien to climb back up.

Okay, as a last question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
First, I think it’s ok for characters to die, or at least, they should feel that they could die. Too many times I’ve played in games where there is no threat of mortal danger. Players just skate through the game, they never deplete their resources and they hardly get damaged and the BBEG is toast after two rounds of combat. There should be more than one encounter per long rest, with as many as five. Players should need to decide when to use their resources; not hoard them until the end baddie of the day. This causes an increased feeling of dread as the day goes on because players never know when they will need to tap their resources or when they might run out.
Bending the rules is ok as long as it fits in with the theme of the game. For example, in my Temple of Elemental Evil game, as written, for the players to destroy the Orb of Golden Death (an artifact in the game), as written, they needed to do the following: hit it with a wind of 50 or more mph force; then strike it with a maul made from a solid piece of granite; then burn it with a very hot flame (1,000 degrees F); and then immerse it in very cold water (32 degrees F.). Now, there is no way they would ever know this, save from a bunch of research (also they didn’t have a Legend Lore spell), but what they concocted was just as good:
“The next task at hand was destroying the Orb of Golden Death. The heroes had no idea how to do that, so they began looking through books and notes they had uncovered. The one book that seemed the most promising, Lost Gods, Ancient Pacts: The Vestigial Condition, was still unreadable to them. Ray thought maybe they should start using spells of the four elements to strike at the orb, since it was created for use by the Temple of Elemental Evil. He chose a spell from each element: ice knife or watery sphere for water, stoneskin for earth, and gust of wind for air. The group agreed to use Cindersteam for fire. When all of these were applied at once, the Orb seemed to become brittle, but then became whole again. They then decided to try them in a certain order, but which order? Someone suggested the order in which they attacked the Temple. It was decided that the order should come from the poem so long ago from Trym’s dream: water, flame, earth and sky. However, when applied in this way, these magicks seemed to further repair the cracks that had just been made. This made the party especially grumbly, until they concluded that a reverse order would work better. It did. The swirling winds stripped off much of the gold of the skull, while the stoneskinned strike of Ray cracked the orb into clearly visible, yet still connected pieces. Cindersteam severed these connections, breaking it into multiple pieces and the streams of flowing water washed away any remnants of the skull.”
So the players didn’t do what they were supposed to do, but really, it was a much more satisfying ending than having to go to a large city and do a bunch of research. I mean, what adventure story ends with the heroes and the Dewey decimal system?
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure November 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!
Update Post – July 20, 2026
Hail, Portal People!
The season clock has chimed again, so it’s time for another reckoning. See below for all of the new features and bug fixes that were added to OP since the previous Update Post.
If you have any questions, comments, or feedback, feel free to post them in the Community Forums, or email support directly at [email protected].
Campaign of the Month July 2026: Planejammer: Crisis on Infinite Oerths
“Behold, Planar Travelers of the Multiverse! July’s Campaign of the Month has appeared from the cosmic rifts of space and time, revealing “Planejammer: Crisis on Infinite Oerths” and her captain, the multi-award winning Dungeon_Master_Loki. As the intrepid crew of veteran players psychically sail through a culmination of campaigns — over 46 years of games built by a master of the artform — they traverse tales of adventure that go all the way back to the beginning of roleplaying games as we know them. Prepare your mental defenses for a campaign to end all others, unless of course the scattered heroes manage to save us all… again!”

~ Hail, Dungeon_Master_Loki! As a now 4-time winner of Obsidian Portal’s Campaign of the Month (and Campaign of the Year in 2011, and two Silver ENNIES, just to name a few), we have had the privilege of seeing your games unfold since basically the beginning of OP. And now we find ourselves here, at the finale, where surviving heroes of your other worlds cross planar spaces and timelines to join together and fight an all-encompassing evil that threatens all of existence. For those who haven’t had the chance to read all the adventure logs (or those young’uns who weren’t born yet when you started), can you briefly sum up the stories of your previous campaigns that have all lead to this grand convergence?
Each story arc was an individual subcampaign with successive generations of PCs. I’ve summed it up on the OP for Crisis pretty succinctly:
“The Lightbringers relit the sun of Greatspace saving the sphere from T’lann the Vampire Lord.
The Seven Stars managed to defeat Vecna’s bid for Godhood and take down the Engine Consummate before the Illithids could rewrite reality.
The Spelljoined retrieved the Dreamstone and put it out of reach of those who would abuse it.
The Misfits took over the Citadel of the Planes and evidence that Gith may have returned.
The Medicine Show stopped illithid agents surveilling Sigil.
The Parasol Patrol defended the crucial nexus points of Multiverse 19 and assembled the Shuttle of Skuld.
The Planewalker’s Guild gained firsthand knowledge of the Planebreaker and defeated the return of the Whispering Strangler.
Meanwhile in the far future on the other side of The Gap, The Drifters defeated the first appearance of Vecna cultists and Illithids in the Pact Worlds.”
Each of these events aided or foiled behind the scenes machinations of the illithidae leading to the current final act.
~ “Crisis on Infinite Oerths” seems like a massive undertaking. You’re combining multiple game systems, multiple gaming groups, different levels of technology, and what must amount to hundreds of previous storylines and characters. The rules laid out in your wiki seem to cover just about everything. How did you tackle this cosmic-level task and what advice would you give to those who want to do something similar?
Third Party Publishers are a vital rousource, hands down. There is a lot of work in our industry that is just as high a caliber as Paizo and WotC, often done by the same designers. In that ecosystem they can be more adventurous. The modern stuff I run, like Department 7, uses rules from the PF1 version of Bloodlines and Black Magic by Stormbunny Studios for instance. You can find solid stuff for whatever your weird little DMs heart could desire just by finding books you like and locating third party stuff from the same authors.
As to tackling the crazy amount of spatiotemporal detail, each campaign is a chapter with its own major and minor arcs and blood ties to the PCs in the other games. Each one has an increasing amount of source material to draw upon dictated by the actions of their predecessors.
Take notes or convince a player to take notes. Offer Bounties for Adventure Logs or other contributions from players, bonus points for art. Most of the art for this game is by one of my players (including a full tarot deck featuring present and past characters), Syreene (Kenari_Sanura on OP).
Most importantly, take notes. Use that wiki on OP to add stuff you make up on the fly. You can leave yourself notes in the GM section of any wiki page or character.

~ “Crisis” has been running now for about a year, it seems. Have there been any favorite, memorable moments so far?
I polled my players for this one. Here are some of the responses:
When Dinya flew all the way toward 2 different illithids, only to have them sniped by magic users, so Kenari teleported her right in front of a third so she could full attack. Dropped two mythic points to double the damage on the second crit and dealt a total of 156 slashing/cold/holy/warp/axiomatic damage in one turn. Pathfinder just has a lovely way with big-ass numbers.
… having to coup-de-grace the illithid everyone tried so hard to keep alive is a great honorable mention in a dramatic irony sort of way
When we found AU Superman in an illithid prison pod and it turns out he was a Deep-Cut Pelias (of Scarlet Citadel fame) reference
Dimension dooring into a kaiju’s eyeball
Kenari’s reunion with her lost lover Dassam.
Shooting out the beholder’s eye with a dragon pistol due to his anti magical field and then making him go away with a hostile gate.
Turning the whole evil marine tech army swimming in on us into a frozen Giger art with a Holy Ice wall
~ As a professional GM and long-time gamer (all the way back to Chainmail!), you’ve undoubtedly seen some fantastic characters come and go. You even got a chance to game with Nystul, of Magic Aura fame! Which characters were the real stand-outs for you — the ones that really made an impact in your memories and on your stories?
Oswald Lethbridge Smythe-Carruthers, a renegade giff played by Dudley Batchelor (who is no longer with us). Fabulously fun, laid back until it’s time to hit something, and eventually attained his goal of smacking a god when they prevented the ascension of Vecna in the Seven Stars game. A Strength of 22 so he was really good at hitting things.
Kenari Sanura the catfolk jaunter from the Spelljoined and currently at the table. Not only has the character been an endless source of fun but her artwork also has created the look and feel of the Planejammer Campaign. Played by Emily Vittori.
Captain D’artalon Rix played by Randy Eharb (also no longer with us). Fantastic role player who embraced the captaincy and made it truly his own. One of the few players to truly embrace the hero aspect rather than roguish or anti-heros types.
Etsuriko Chi-asson Toraneko the Shou monk, played by Rachel G. Primary cat herder of the party for over two decades. Now ascended and has become a celestial dragon after the player left the table.
And there are so many more after all these years of gaming I’d have to go on for pages.
~ What moments during these campaigns seemed to excite or resonate with your Players the most?
Obviously the big crazy combats, just as with many groups, but also when they put together pieces of the big picture. My plots are obviously complex and I love their glee and satisfaction when they figure parts of it out. This is especially gratifying as the pieces all come together.
~ We can’t wait to see the conclusion of this epic story. Without giving anything away to your players, can you give us any hints about what’s ahead or themes you’d love to explore further? What about campaigns beyond this one?
Crisis will unfold in different ways depending on two factors: Player Actions, and the Tarot Deck. We have a full tarot deck created specifically for the campaign (many of the cards can be seen throughout the wiki) and cards periodically get drawn influencing events so even I don’t know the exact final act.
There will be forays into other continuities including a return to the Weyland Yutani universe and possibly a visit to the United Federation of Planets in another. There will be at least one more visit to Gamma World. This is all known to the players. The rest is top secret for now.
There will be other games that share this omniverse, but they will be on a much smaller scale. I’ll also be playing around with other systems like Tales of the Valiant from Kobold Press, the upcoming Delve from Stephen Radney-McFarland, the upcoming Heretic system from Total PArty Kill Press, and a lot more X-Crawl from Goodman Games.
~ As an author, designer, and teacher, you have already given us many lessons through your campaign pages, your interviews on Obsidian Portal, and your work on various game books that we have had the pleasure to read and to run. When it comes to preparing and playing games, we’ve learned a great deal thanks to your efforts. As GM’s and players, we thank you for it. In lieu of asking for tips and tricks, we’d like to instead ask your opinion on this final question: what makes storytelling with games important?
TTRPGs are, in my opinion, at their best as collaborative storytelling. Stories have been part of life since the cavemen were sitting around fires trying to explain the world. They resonate with something primal in us, and giving players some freedom to help create and develop the world not only takes work off your shoulders but also makes them invested. This is why I love storytelling games the most out of all the options available.

“And with that, travelers, another chapter in an epic saga ends. Stay tuned to this campaign to see how the adventure concludes. Keep an eye on the stars for other gargantuan games and future Campaign of the Month winners. Don’t forget to nominate your favorites (yes, even your own) via our community forums. Happy Gaming!”
Campaign of the Month June 2026: Dungeons of the Multiverse
Come with us and GM Nogame as we explore the lore of the forgotten What Was from the fallen realm of Terra Viss in this month’s Campaign of the Month: Dungeons of the Multiverse
Taking place in Justonia, Dungeons of the Multiverse has been an ongoing campaign for the last year and a half that features long lost technology, perilous puzzles, Bearcrabs, and plants made of meat!

Where are you from?
Our group entirely is from Milwaukee WI, playing locally every week-ish, depending on schedules.
How did you get into gaming?
I was raised in a family which facilitated classic board games which quickly dovetailed into more advanced board games, RPGs, and TCGs.
Do you have any hobbies or projects that you are working on?
Our group has been playing games and other hobbies for nearly two decades and in that time have participated in countless RPGs/games. Current future plans include some warhammer 40k, a continued campaign within the world of Justonia after this arc ends, and some board game design projects. The creative process of all of these things is what we truly appreciate!
What is your favorite snack on game nights or when you are prepping for the next game session?
Dott’s pretzels are hands down the go to snack of choice followed closely by the off brand twizzlers from Kwik Trip (local gas station). Any sort of random gummy candies work too. We are big snackers as a group so pretty much anything goes, other than nasty Doritos! Abomination of chips…

What is your favorite part of Dungeons and Dragons 5th Edition?
Character creation is my favorite part of 5th edition. Flexibility in starting choices fits well with growth potential of the leveled character too. The mastery of each weapon type was a nice change, giving each weapon a reason to take it versus something else.
What would you change about 5th Edition, if anything?
The game itself allows for adjustment, flexibility, homebrew, and overall freedom to do whatever GM/players wish to do! The game is a tool to deliver a storyboard, how you use the tool is up to each member.
What does prep time look like for your typical gaming session?
Prep time for my sessions is all week long and between everything I do. I replay the last session and think of plot hooks the players engaged with or mentioned that they would like to persue. Leaving open opportunities for the players to explore as they see fit, never forcing a direction. It takes a while to create open ended avenues to prepare for the wild adventures.
Tell us a bit about your players:
The play group consists of my brothers, shockingly have known them my whole life, two friends from elementary school age that we grew up hanging out our whole lives, and one friend that I met as a coworker. The whole group has been participating in this friday night gaming going on nearly 20 years now.
Where does your group play?
Week to week this can change but the primary location is my basement since I have established it as a recording studio.
What makes the Big Damn Heroes special?
The Big Damn Heroes are a ragtag team of champions from diverse cultures all around Justonia. Assembled together by the High Council to go and save the people from the events happening. This is typical theme of a RPG group, but the difference is that each player has a pivotal role to play in their own story arcs and the combined story. Working with the players to ensure they all are different, important, and vital to the overall story keeps everyone engaged.
What sort of theme does Dungeons of the Multiverse have?
To summarize the feel, I would lean to comedy drizzled with mystery. My play group uses the game as an escape from work, life, problems so it’s a great time to laugh and let loose. The mystery elements let me paint fun and vivid settings and events though. One of my players referred to our campaign as a High Fantasy of Guardians of the Galaxy!

Tell us more about the world of Justonia:
Justonia is a world that we collaboratively developed during a previous campaign of Wicked Ones, each taking turns creating cultures. We are still slowly encountering new things that need to be worked on and fleshed out. The whole theme is a fractured world flooded after an event years prior. The flooding has developed a lot of nautical effects to take a priority in evolution. Lots of shells and aquatic abilities exist throughout the wildlife and species. Magic is a lost training among the world, so wizards are rare if present at all. There are people that have innate gifts and it’s just natural, but not something taught or learned. “What Was” is a lost technology that is how most magical effects are justified within our world!

Vaetmons, Arcane Academy seems to be an interesting place to seek out answers and adventure. Tell us more:
Development of this Academy is something I spent time on since the beginning of this world building. How do I create and tie magic into this world that magic is unknown in? This secluded academy within the sky which has been present since who knows when! It fit the world so well!! Then what makes it special, the library is actually a dimensional rift throughout different pages in a book. Turn to a page in the front book, then enter the rift to transport to a collection of books and knowledge based on the page that was open.

Why Bearcrabs?
A very common troupe that our group thought was starting adventuring party encounters a bear in the woods. What would that look like in our world?The shelled creature the size of a bear, but with an aquatic feel…Bearcrab. A half sentient culture that are massive, protected creatures.
What is the weirdest form that What Was – Desperation has taken?
Utilizing it’s ribbon like strands it once formed a greatbow in the need to secure a victory at range. The wielder and it have a pure bond that allows the needs of the wielder take form.

Describe the most memorable moment from Dungeons of the Multiverse so far:
I decided to turn this question over to my playground to get their responses on the matter. The players came back with two events of note. First was my use of Formula D as a tool to facilitate a race the party encountered. I made up some rules and gave the racers new actions they can take on their turn but ultimately played a board game with their D&D characters as the pilots! The second noteworthy event was doing our haunted mansion adventure while utilizing levers from the RPG Dread.
Without giving away too much, can you tell us about some of the adventures that the Big Damn Heroes will face in the future?
The current path the heroes are on will lead them to the last specter, the group is well aware of this. The culmination of the story arc has some mystery elements that will tie pieces of the story together! I am hoping to have some shocked moments and surprises that the players will truly enjoy.

How difficult was it to set up your cameras and microphone to record your sessions, and how much time do you spend editing those videos?
The cameras, microphones, streaming software, and overlays just take a lot of modifications and adjustments to get them to work correctly. As far as editing, we don’t do that! We just are rough, crude, and real. If people don’t like that, I’m sorry!!

Dungeons of the Multiverse has a Youtube channel. How has that experience been?
The channel hasn’t taken off yet, mostly because of Youtube’s algorithms that uploads have to happen multiple times a week to get a priority. Since we have full time jobs that don’t leave us in front of computers to do editing, shorts, or other additional uploads, we just don’t!
How did you hear about Obsidian Portal, and what do you find the most helpful Obsidian Portal feature to be?
I googled campaign tracking services and did my research on multiple options. The options offered on Obsidian Portal fit our needs the most so I tried it, and loved it! The wiki style pages, linkable to each other is what I love the most. Adventure logs, npcs, and other wiki pages do a great job to develop our world and log everything we have done.

As a final question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
Listen to your players, take in feedback and ensure the story is collaboratively being told. Just because you’re the GM, doesn’t make it your story! Everyone involved is providing their time and energy, so make sure the appreciation is shown.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure July 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!


