Blog Archives

24
Nov

CAMPAIGN OF THE YEAR 2025- WINNERS ANNOUNCED!

FIRST PLACE: Our February 2025 winner, Abersade with their campaign Stream of Kairos!!

SECOND PLACE: Our August 2025 winner, Leonidas300 with their campaign A Manifestation of Chaos: Extinction Event!!

Congratulations to the winners! We are honored to have you as a part of our amazing community. Please expect to be contacted by OP staff in the next week to connect you with your well-earned prizes!!

It’s the time of year again to celebrate some of the best and most creative members we have the great pleasure of highlighting every month! Now we have the task of deciding which of our celebrated Campaigns of the Month will reign supreme as Campaign of the Year 2025!

This year, we are doing things a little different, but we still need YOUR help in deciding!

The Process: A chosen COUNCIL will vote using predetermined categories, and the public vote will be added to this to create the winner.

Categories will include:

– Portal Overall Presentation
– Portal Graphics and Appearance,
– Portal Content,
– Portal Ingenuity,
– Popularity (Public Vote).

The Details:

Public voting will open Monday December 1st ,  is open to ALL, and will close Monday December 8th. The winner will be announced on Friday December 12th. Check Obsidian Portal, Facebook and Twitter for further details. 

The Contenders: 

– January 2025: Mass Effect: Spectre’s Angels
– February 2025: Stream of Kairos
– March 2025: Age of Conan: The Rise of Yig
– April 2025, Department 7: Crescent City
– May 2025: Nightfall
– June 2025: Shadowrun Returns
– July 2025: Adoraith: Out of the Shadows
– August 2025: A Manifestation of Chaos: Extinction Event!
– September 2025: Broken Shield
– October 2025: Mike Brock’s Mummy’s Mask Campaign
– November 2025: La Compagnie du Dragon Blanc

The Prizes:

This year we have amazing prizes From Paizo, Frog God Games and Limitless Adventures! 

1st Prize: 

– Paizo: Digital copies of Starfinder Player Core and Starfinder Murder in Metal City (a deluxe adventure for first level characters)
– Frog God Games: $200 Digital Store Credit 
– Limitless Adventures: PDFs of their Limitless Encounters, NPCs, Monsters and Non-Combat Encounters 
– Obsidian Portal- 1 Year Ascendant Membership

2nd Prize: 

– Frog God Games: $100 Digital Store Credit 
– Obsidian Portal- 1 Year Ascendant Membership 

1
Oct

Campaign of the Month October 2025: Mike Brock’s Mummy’s Mask Campaign

Delve deep into the land of Osirion following an intrepid group of adventurers called The Desert Guardians as they discover hidden treasures in the Tomb of Akhentepi in this Pathfinder Adventure perpetuated by GM coastiemike and his team of table top role players as they explore Mike Brock’s Mummy’s Mask Campaign.

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 have been playing some iteration of RPGs since 1976 with my first ever GMing experience in 1982 when I ran one player through a short Star Frontiers campaign.  I really delved into GMing D&D/AD&D in 1985 while in high school.

I have also been lucky enough to work in the gaming industry when I oversaw the organized play program for Paizo from 2011-2015 with some help from a ton of amazing volunteers from around the world, many who I am still lucky enough to call friends.

I am originally in Georgia though work has moved us various times to Seattle, New Orleans, Reno, NV, and back to Georgia. I also spent time in Indianapolis, San Francisco, Connecticut and Miami when I was in the Coast Guard.

Aside from table top gaming, I paint 28mm minis for my campaign, as well as at the request of my players to match their PCs.  I have a pretty extensive Reaper Master Paints collection and have a dedicated paint workspace.  I also enjoy hunting, backpacking, and traveling.

My wife and I have been together for 22 years and have two awesome children and three amazing grandchildren.  

I don’t have a big on-line presence but I am occasionally on facebook.

How would you describe your Campaign in a nutshell.  Tell us a bit about the adventure group known as The Desert Guardians and their adventures in the Osirian city of Wati.

We follow the Mummy’s Mask adventure path pretty closely but we tie it in to a previous campaign I ran 15 years ago -the Legacy of Fire Adventure Path.  One of my players in that campaign is also playing in this Mummy’s Mask campaign.  Her PC and another PC (Kamal) from the Legacy of Fire were married after the AP ended and had a child – Zalina Roveshki.  Zalina is now a new adventurer in the Mummy’s Mask AP and learning her way with the Desert Guardians adventuring company.  

The other members of the Desert Guardians include:

Zylia Glavien, an elven ranger with extensive experience in desert environs.  She recently lost her animal companion, Wally the Weasal.  Wally had an interesting back story as well and found his way through a portal from Sigil.  Wally had been a familiar to Dominick the wizard, also from the Legacy of Fire campaign.

Corin Lancingdor is a halfling paladin of Iomadae.  However, he is originally from Faerun and was part of the Knights of Silver.  In a mishap while battling drow under Silverymoon, a wild magic surge sent him through a portal to Golarion and now Corin is trying to find a way back home to Silverymoon and his elderly mother, Malinda, who owns a bakery in Silverymoon – Lancingdor Bakery.

Zomo, born in Wati and reared in the Grand Mausoleum, is a devout follower of Pharsma and has taken the undead awakening as a personal affront to be dealt with.  He was also destined to follow Pharsma as the birthmark on his head resembles her holy symbol very closely.

Sidero, a monk from far off Jalmeray, plans on strengthening his mind, body, and soul in order to prove the strength of his monastery and his worth as a monk. He determined the best place to earn respect would be at the Necropolis in Wati, a place of untold peril, mystery, and treasure. After joining the Desert Guardians, Sidero has spent a lot of time searching for his niche within the group in terms of combat.

Thorik, a dwarven fighter,  never really fit into Dwarven life. He craved adventure, to see new things and places; to explore new dungeons and ruins, and loot them; to meet new and interesting people/creatures, and kill them. So at the first opportunity, he joined a caravan out of his hometown. As soon as that job was over, he set out on his own.

Azalea, and elven rogue, is the newest member of the Desert Guardians, joining them after they had finished exploring the Necropolis and meeting the Guardians at the auction to start Book 2 of the AP.  She has recently suffered the loss of her beloved animal companion, Azizi, a capuchin monkey, that she had saved from a traveling circus.

How long has your campaign been running and what made you choose Pathfinder as your gaming system?  Are you using Pathfinder Version 1 or Version 2?

We started this campaign in February of 2024.  We are using Pathfinder 1st Edition.  When Paizo had it’s Dragon and Dungeon Magazine publishing ended, they created Pathfinder.  I had renewed my subscription to both magazines for three years and was offered to change it to the adventure path subscription. I absolutely loved D&D 3.5 and the progression to Pathfinder 1e was a no brainer.  We have stuck with it every since and have not considered switching to second edition as everyone seems to be having fun with PF1.

Please tell us something about your average gaming sessions.  How often do you play?  Online or Tabletop?  What is your gaming group like?

We are currently on a bi-weekly schedule, playing every other Wed night from 7-11 pm in our basement game room.  This is on alternate weeks of the Rise of the Runelords adventure path I am running for seven other players.  We play in person, around the table and it is an absolute blast.

Our players for Mummy’s Mask range in age from 18 to early 60s.  We have a few players who have been playing for 30-40 years, a few players with 5-10 years, and three players that this is their first tabletop experience.  This Mummy’s Mask AP is composed of four men and three ladies, a complete different experience from the Rise of the Runelords game with five women and two men.

All of my players take a keen interest in the game, providing character backgrounds that I like to weave into the storyline, and make their choices have real consequences in game.

Where have you drawn your inspiration from in creating the campaign?  Is it an existing Adventure Path?  If so, how have you added or amended it?  What other sources have been useful to you in setting up an Ancient Egyptian campaign?

It is an existing adventure path.  I have amended it by tying Legacy of Fire events into it from when we ran that AP 15 years ago.  Also, Mummy’s Mask is the jumpstart for an even longer campaign that will take the party into Planescape and mythic levels. I watched a good bit of History Channel and National Geographic documentaries, as well as documentaries on several ancient cultures on YouTube for inspiration and making the campaign world come to life. 

Most of the campaign seems to be centred around adventures in the Necropolis – in particular, the Tomb of Akentepi.  Give us an idea of some of the treasures and horrors encountered by your adventuring group, The Desert Guardians, in this hallowed place.

Book 1 of the AP centered around exploring the Necropolis.  The Tomb of Akentepi was one of three assignments the party received in the lottery to explore.  They lost one companion, a nagaji bard by the name of Serantis (and played by the same player who is running Corin now), to a Graven Guardian while exploring the Sanctum of the Erudite Eye found inside the Necropolis.  After exploring the Necropolis in book 1, they then moved into book 2 and the auction of items found by their group, as well as another 15-20 other adventuring groups.  During that auction, all hell broke loose with an undead uprising.  The party has finally tracked down the source of the undead uprising and now have entered book 3 of the AP in the Grand Library of Tephu where they are researching the artifact that caused the undead uprising and its origins. 

You have an extensive range of Adventure Logs, and it seems like you have good input from some of the players in your campaign.  How much do your team get involved in this and other aspects of the Campaign?

I award players who keep a journal a 10% bonus to XPs for the game sessions they write an in character journal entry.  Some of the players love writing their entries; others don’t enjoy journal keeping. I never force someone to write a character journal as it can be a lot of work btu like to reward players who take the time to do so.  My GM entries are more from a narrator stance.  Reading in-character journals of what they experienced helps me remember key events I may have forgotten, while also helping formulate ideas to better craft a character’s background and experiences to the overarching storyline of the AP. 

You can find both Zalina’s and Sidero’s character journals in the Wiki on our website.

Without divulging any major plots, what is your plan for the future of your central characters?

While in the Tomb of Akentepi, the Desert Guardians discovered a magical tapestry that serves as a direct portal to the River Styx as best as they can figure out.  They aren’t quite brave enough (or powerful enough) to enter just yet and have kept it a secret from all but themselves. They also haven’t divulged this info to Corin, knowing he may attempt to enter the portal to get back home back to Faerun.  Also within the past month, Zalina learned her younger sister had been kidnapped, and her parents (from Legacy of Fire AP) sent her a letter advising Zalina they were traveling to Sigil as that was the last known location they could find any information on their missing younger daughter.  Signs are pointing to, once the Desert Guardians put to bed the threat the Mummy’s Mask has presented, they may work their way towards Sigil, especially if Zalina hasn’t received any kind of update in months. By this time, we should be around 17th-18th level and looking towards a mythic level, Planescape campaign.

What would you say are the most useful tools available on Obsidian Portal, both in terms of Campaign Design and in terms of active playing?

The calendar is extremely helpful as it gives a full year of game days so everyone can make sure to keep their game nights free.  It is rare that we don’t have all seven players at a game as all players are invested.  The Wiki is also very helpful. Not only does it allow me to record experience points and treasure by game session to keep a running log, but it also allows us to keep a bestiary of creatures they have encountered in their adventures so they can harken back to the previous encounter for any future encounters.  The same applies to traps faced and overcome, though this is a more useful tool of the Rise of the Runelords group.  I can also use the Wiki to put general info on cities the Guardians explore so it is easy reference for players at the table.

Near the beginning of your campaign, there is mention of a rival adventure group, The Scorched Hand.  How much interaction has there been between your players and this group?  Did you plan this rival group from the beginning, and what benefits have there been to the campaign in keeping this rivalry alive?  Would you recommend the “rival group” notion to general campaign design?

The Scorched Hand was a rival adventuring group that was one of the other groups in the lottery to explore the recently opened Necropolis (at the Pharoah’s decree).  The party was assigned a location of special interest to the Scorched Hand. After the Guardians refused to relent to giving it up at the request of Velriana Hypaxes, leader of the Scorched Hand, it eventually came to a head when the Scorched Hand entered and took over the location and hired mercenaries to aid them in keeping it.  After a fierce battle, all of the mercenaries and half of the Scorched Hand were defeated.  The other two members of the Scorched Hand were released (though I suspect they may hold a grudge and the Guardians may see them again in the future).

The Scorched Hand was written into the AP from the beginning.  The party letting two of their members go after the confrontation has allowed me to write the two NPCs into the adventure later in the AP and we shall see how they end up resurfacing.  I would recommend it in some campaigns if it fits.  In other games, it doesn’t make sense to add a rival group.  It just depends on the background of the campaign and how the GM plans to interweave the two groups and their goals together.

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?

I always ask for backgrounds of characters, regardless of how detailed or how little is provided.  It allows me to tie in character backgrounds into the storyline in interesting and weird ways.  When a background nugget pops up during a game, it really grabs a player’s attention and keeps them invested in the campaign.  As a recent example, through two full books and the start of a third, Sidero has had no contact with his homeland of Jalmeray or seen much in the way of goods being sold in marketplaces from his homeland.  In our last game, he saw in the crowded bazaar in Tephu, a former competitor in the grandest of martial arts competitions held in Jalmeray.  This left a quandary about whether to split the party so he could converse with the NPC or stay with the group. He ultimately decided splitting the party was a bad idea, especially in a new city.  Now, Sidero will have the thought in the back of his mind, why was that NPC here so far from home and what might he learn from that NPC.

Investing character backgrounds is always hugely important.  Not only does it pay dividends in making an interesting side story that runs parallel to the main story arch, it also gives investment into the campaign by the players and they will not want to miss a game in case their background makes an appearance.

Another pearl I like to keep in mind when running games is making sure I keep notes on loose ends that I can tie back into the storyline later in the campaign. It almost always catches the PCs off guard but I always see smiles on faces when they see their actions, or inactions, are still alive and well (or undead in some cases). They know their actions in game have consequences across the life of the campaign. 

A third pearl, I never try to tell a player no when they come up with a good idea.  Even if the DC will be tough to make, I let them at least try.  If they succeed, it is my responsibility as a GM to make sure they didn’t waste their action on something I was going to say no to all along.  Again, if it is a dumb decision, the party knows it will come back to haunt them in a future game.  But I have awesome players who don’t take advantage of the situation.

A fourth pearl, I respect my player’s time.  If they are going to be gracious enough to spend four hours every other week at my house investing themselves in my campaign, I am going to do everything possible to give them the best possible experience.   I am going to put the work in to provide the best possible experience, including maps and minis, sound effect sand background music (we have Bose surround sound installed in the game room), and visual aids and player handouts.  If the players are going to trust me to run a game, I am going to do everything in my power to make every experience memorable.  I also like to thank my players with small gifts.  They bring food and snacks and a good time to my house every other week.  At Christmas, I gifted each a custom wooden dice box with a set of dice that fit the theme of their character.  At our one year anniversary, I had artwork commissioned of their characters per their descriptions to hang on the wall of our tavern we play in.  Always appreciate your players and let them know that you value their time and investment. 

Finally, we welcome all players regardless of experience level.  In our tavern, we have a leather-bound guest book.  After a player plays one game in our tavern, they can sign the guest book in character.  This gives a running reminder over the years of the different players we have been blessed to play with. This also sets it up so if a player has a friend or family member in town for the week, we always have an extra seat at the table for the guest to play that week’s game with us.  It helps us grow the hobby and make friends who we will hopefully game with again sometime.  Always welcome guest players when you can. It will enrich your gaming experience.

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 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

1
Jun

Campaign of the Month June 2025: Shadowrun Returns

In 2050, a Shadowrun team was obliterated in an explosion that lit up the Redmond Barrens.

Official story: gas leak.

Unofficial story: no one’s talking.

Reality: a megacorp cover-up with body bags and black ink.

Every trace of the team was scrubbed. No names. No records. Just scorched ruins, whispered rumors, and a few scattered ashes.
But the dead left behind people.

Each player character is connected to someone who died that night. A sibling. A lover. A partner. A friend. They never worked together – until now.
Brought together by grief, by questions, by fragments the corps missed, the runners are chasing a truth that got six people killed. And if they find it, they’ll have to decide what to do with it.

This is a campaign about mystery, memory, and revenge.

About digging through the ruins of a lie and finding out what was worth killing for.

The Sixth World doesn’t care if they succeed.
But someone does.
And they’re watching.

Come join us in exploring the world within Shadowrun Returns in our interview with Grand_dm below!

Let’s start with the crew. Who are the players behind the runners? Tell us a bit about your group: how did you all come together, and what led you to dive into the world of Shadowrun specifically?

I run with a crew that bleeds story. No rules lawyers, no tourists – just folks who want to make something unforgettable. They’re the kind of players who don’t ask what the bonus is, they ask what it costs. Some of them are friends I have been gaming with for four decades. My wife and adult son are also part of the crew, which is really special to me.

Why Shadowrun? It’s a dirty mirror, and we wanted to see what stared back. We set our campaign in 2050 for a reason – before wireless, before upgrades got sleek. This is a world of tangled cables. We didn’t just choose Shadowrun. We made a deal with it.

What’s your play setup like? How often do you run sessions, and do you play in person, online, or somewhere in between?

Roll20. Custom sheets. Homebrew logic. House rules with claws. We play once or twice a month, adult schedule permitting. The latter is the ultimate final boss of TTRPGs. Every November we get together in person to play a long weekend. Our group is scattered to the four winds so it’s almost like a mini con.

For newcomers to the Sixth World, how would you describe the tone of your campaign? Shadowrun has a wide spectrum of vibes, where does your game land on the scale from neon noir to full-on dystopian chaos?

The tone? Street-level survival with mythic echoes. It’s not just dystopia – it’s personal. It’s rusted chrome, smudged rituals, and memories that bite back. You won’t find shiny futures or sleek solutions here. You’ll find a warehouse full of tagged bodies, a decker staring too long at the static in their feed, a burned-out shaman muttering to something only they can see.
The world doesn’t explain itself. It pressures you until you adapt. This isn’t about saving the world.

It’s about stealing back meaning in a world that already sold it.

The visuals on your campaign site are incredibly cohesive and atmospheric. Can you walk us through your process for sourcing or creating the artwork? Any tips for maintaining such a unified visual style across characters, maps, logs, and wiki entries?

Everything gets filtered through intent. I don’t care if it’s stock art or AI generated – if it looks like it’s right, I will use it. I’m picky when it comes to imagery, since with an RPG you’re deleting the mind’s eye. If you decide that THIS is how the thing looks, it needs to be right.

You’ve clearly spent a lot of time wrangling your campaigns on Obsidian Portal. Which features have become absolutely essential to how you organize and run your game?

The wiki comes first. Not for the players – for me. It’s how I understand the world. I make one for just about every campaign I run. It’s not a vault of facts – it’s scaffolding for story, memory, and consequence. I recommend that approach to new gamemasters. YMMV

Your site design has a unique and gritty feel that’s perfect for Shadowrun. Where did the inspiration for your site’s look and layout come from?

I mine like a pro and reshape it like a hammer to the skull. Blade Runner, The Fifth Element, Neuromancer, Hardwired, Dirty Harry, random junk from old game manuals – I take it, twist it, and make it bleed my tone.

The site isn’t “designed.” It’s assembled like a weapon.
I homebrew everything. I borrow anything. So should every GM.

Steal it all. Make it yours. The game doesn’t care where the pieces came from – only what you build out of the wreckage.

Your adventure logs are rich, detailed, and consistent, clearly crafted with care. How do you approach writing them? Do you use them to recap, expand the world, or even foreshadow future events?

The logs are part mission report, part ghost story.
Sometimes I write them. Sometimes the players do. They’re not just recaps – they’re threads of memory. If someone misses a session, they don’t get a summary – they get a story. Written by someone who was there. Through their lens. With their fear or bias or spin baked in.

But the real power?

Logs aren’t just about what happened – they’re about what gets built from it. Players use them to shape backstory, rewrite assumptions, and plant seeds. Some of the best reveals in the campaign started as a sentence in a log someone thought didn’t matter.

Between sessions, we run a downtime phase – like old-school play-by-mail, but through chat. Conversations. Flashbacks. Deals. Confessions. The logs and downtime play feed each other until they blur. That’s where the world grows teeth.

This isn’t bookkeeping. It’s legacy in real time.

Give us a highlight reel moment. What’s one scene or session that still gets talked about to this day?
Whether it was hilarious, heartbreaking, or just plain badass, we’d love to hear about it.

The Garden of SIN. A graveyard for the forgotten of Seattle. A cleansing.
The new group of PCs came to clean up the wreckage – ashes of a team that never got to finish the story. They consecrated ground. Bled for it. Made it matter again. It changed them. A quiet kind of rebirth, soaked in rain and ruined memories. That was the moment the team became a crew. Not because they survived. Because they refused to forget.

And finally, we always ask: What’s your ‘secret sauce’ for running a great campaign? If you had to bottle up your GM philosophy, what are the key ingredients that keep your game compelling and your players coming back for more?

Everything is earned. Everything costs.

And when the big moments come they shine brighter because of the darkness they rose from.

That’s my job. That’s the gig.

I build the pressure. I light the fuse. But the story? That’s on them.

The players shape it with their doubts, their decisions, and their scars.

I don’t give them the win. I give them the weight.

Because when they finally pull it off – when something truly lands – it’s not luck. It’s not XP.

It’s the long shadow of a story they helped build with both hands.

That’s the kind of game they remember.

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 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

1
Apr

Campaign of the Month April 2025, Department 7: Crescent City

Greetings Adventurers, come gather ’round for a tale unlike any other we’ve shared before! Set in a modern landscape, our tale follows a series of individuals who serve as agents who walk the line between the known and the supernatural. Join us in talking with GM Dungeon Master Loki as he walks us through this fantastic world of intrigue and action in Department 7: Crescent City.

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’m an 8th generation New Orleanian of French Creole background, so I was raised in a storytelling culture. I started playing D&D in the White Box era while undergoing leg surgeries at Children’s Hospital, beginning a lifelong love of RPGs. After years of working in music clubs and restaurants I changed gears and began working in online communications (web content, community management and social media) for clients including the Open Society Institute, The National Association of Broadcasters, and The VCU Brand Center. 

In 2003 I took on the position of co manager of Planewalker.com, the Official Planescape fan site, where I stayed for over a decade. That and my involvement with Spelljammer.org gave me a taste for sharing my game oriented fevered rantings with others. Since 2014 I have worked as a Table-Top Role Playing Game designer. A two time Silver ENnie award winner, some of my design and writing credits since include the ENnie nominated DarkRoads and Golden Hells, the upcoming Gloomhaven RPG, XCrawl: Louisiana Rising, Bloodlines and Black Magic: The Crescent City, The City of 7 Seraphs, The Pop Culture Catalog series for Starfinder, and many others

In 2021 Hurricane Ida drove me out of my native New Orleans and I ended up in Cincinnati. Now I teach Introduction to Game Design at the University of Cincinnati and try to freelance enough to keep the bills paid. My family is pretty much all back home in New Orleans so I don’t get to see them very much. Up here in Cincy my family includes my girlfriend, who plays the party cleric / spelljammer pilot, a few close friends,  and my two preposterous felines, Puck and Gremlin. 

As to where I lurk online, I”ve cut down a lot on that due to spam, AI, and turbulent politics. My website (sorely in need of updating), my Obsidian Portal profile, and  my profile on Start Playing Games are really the best ways to contact me these days. 

Tell us about “Department 7: Crescent City” in a nutshell. How did you design the world? What was your inspiration?

When I decided to run a modern game using my home city was an obvious way to make it easy on myself. I’ve already written books about using the Crescent City as a site for modern occult and cyberpunk games so I even had a good bit of material already developed for it. 

Since several of the players have lived in New Orleans and played at my table ever since, I knew they had familiarity with the city’s culture and terrain. The others would play new transfers to the city from other branches of the Hoffman Institute. Additionally, it’s New Orleans. Our city is full of atmosphere, especially when you consider the folk tales and ghost stories to be true. 

Scouring the internet for fringe stories about dinosaur sightings, alien abductions, and ghost stories made it easy to rapidly build a robust and crazy urban fantasy world with some roots in reality. The ones I thought would add to the world or provide good plot hooks would then get added to the game’s Google map. In addition there was an extensive array of such incidents / locations in the original Dark Matter game that I added. 

How regularly do you play, and where do you play? Tell us about your current group of players.

We play on an irregular basis since the same players run different characters in some of the other campaigns in the series. Usually about once every month or two these days. We play online using my private server on Discord for Voice/Video/Text and Owlbear Rodeo for our VTT. 

As to the players, they are a delightfully motley krewe. 

Gary (Jacquemeaux DuBois) has played through several campaigns with me and is one of my old New Orleans crowd, now here in Cincy. Always good for extremely bad jokes and excellent food bribes for the GM (he’s a former chef). 

Drew (Leif Luftson) is another who started at my table in the 90s when we worked in restaurants together. Now in Colorado he has returned to the table via Discord. Survivor of three Planejammer campaigns so far. 

Desiree (Eulalie Anastasie “Stazzie” Dugas) another one of the New Orleans gamers at the table, despite now living in California. My former roommate (proving she is tolerant) and favorite Cajun  who I got to return to the gaming table for the first time in decades. 

Jaime (Michi “Michelle” Aoki) my girlfriend, and one of the team’s combat specialists. She’s been rolling dice with us since 2008 when I lived in Cincy once before. As a matter of fact one of her characters is an easter egg in City of 7 Seraphs

Zan (Cole Morrin) A  fellow pro game writer that I got to know while working with them on the City of 7 Seraphs. After playing Munchausen together at Gen Con 50 I knew they would be a perfect fit for the table. Zan rounds out the West Coast contingent at the virtual table. So far they have survived almost five years at my table without having to roll a new character. 

Emily (Victoria Union) our campaign artist and mad journaler. Em is another Cincy gamer that came to the table in 2008 when I lived in Cincy a decade ago. Over those years she has become integral to the look and feel of the game. For example, the upcoming Planejammer Tarot deck coming soon from Evil Robot Games

What made you choose Pathfinder for your system? How does that system complement your campaign?

The campaign series started back in first edition Dungeons and Dragons days, and has evolved embracing each edition until Pathfinder forked from DND 3.5. Since then Pathfinder 1e has been the baseline. My players like the granularity of control over their character the system gives them. Since it is a system I have written more products for than any other it’s also a matter of rules familiarity and comfort zone I suppose. One more point in its favor is that translating rules from one d20 based system to another is comparatively easy, opening up even more options for my players. 

Your campaign integrates the real world with fantasy. Can you tell us a little bit about the immersion of the two? How do you decide which parts of fantasy are too much for the real world, and what is acceptable?

One reason I decided to run a modern sci fi / occult game was an idea I had for leveraging Google Maps as a game tool. Using a custom Google Map (OSIRS Worldwatch Global Anomaly Tracking) I was able to create entries for a lot of the high weirdness from Dark Matter, and other weirdness from Louisiana folklore, to create “known sites” around the world. Being able to fire up the map and see everything from reconstituted dinosaurs to secret alien colonies really helped my players with immersion.

It also allows for a lot of improv based on current events. The news and weather reports of the day set the tone  If we are playing during Essence Fest or  Jazz Fest, for example, they will have to deal with crowds, traffic and hordes of drunken tourists as well as chance celebrity encounters and the occasional musical interlude..Since it is a present day game I often use Google Street View to show them where their characters are and use screencaps from an aerial view to create any battlemaps I need.  I’ve found that from the GM side of the screen it makes it a lot of fun and adds a lot of verisimilitude without a lot of extra effort.

As far as what is off the table? Not much. It’s a low to mid level game at present, but I do like big and flashy games almost as much as I love convoluted conspiracies.

Can you explain the structure and setting of your campaign? Your adventures are “cases” that your characters solve as agents in their agency?

In Dark Matter the players are agents in an X-Files style setting, so they work as paranormal agents for the Hoffman Institute. Much like the Men in Black movies reality is not far from what you see in the craziest tabloids.

This means that most of their adventures are assignments, while a few here and there are during their character’s personal time. This simplifies a few aspects of game play. Equipment other than personal items is requisitioned on a mission by mission basis easing the gear tracking part of the game. It also provides clear direction on what the mission goal is each time. For instance their most recent mission was testing out the Tangent Tunnel, an experimental device for travelling to alternate realities. While trying to rescue a lost exploratory team they ended up stranded in the Land of the Lost for three sessions. The upcoming session takes place after more testing of the Tangent Tunnel with them arriving on an asteroid city in the Tears of Selune in the Forgotten Realms. 

That ties us in to the big picture. This campaign is part of a linked series of games that started in 1979. Events in one game can directly influence the others as they are all in a shared Omniverse. Currently one of the NPCs in the game is the cohort of Emily’s PC in The Spelljoined who got bounced into an alternate reality during a massive battle with the illithids (mind flayers).

How much time is usually spent preparing your game sessions? Describe a typical session.

It varies. Some of the episodes require several hours of prep time, but with the amount of info I’ve developed for the series over the decades, session prep is usually a short and sweet two to three hours if I’ve kept up with my notes (always a challenge). Since it is more of an event based sandbox game with an overarching metaplot, the players control a lot of the direction things take. 

Sessions are usually about ⅔  investigation / role playing and ⅓ combat. Usually it takes about three sessions to resolve a case so far. Each case starts with a mission briefing and familiarizing the players with the mission and the current gear assigned. From fighting escaped, genetically engineered velociraptors through the streets of the Bywater to communing with nature spirits under Audubon Park’s Tree of Life the missions can encompass many story styles and objectives. 

What can you tell us about the art presented in your campaign? Who is the artist? What made you choose this art style?

Things like the Hoffman Institute logo are taken directly from the Dark Matter game. The character art and most of the other incidental art is created by a freelance artist in our group: Emily “Syreene” Vittori. She’s been playing at my table since 2008 and has been the primary artist for the campaign series. She is also responsible for hundreds of pages of journal entries and campaign notes.The style is entirely her own choice and there are a variety of styles in her art for our games including classic game art, art nouveau, and even a few chibi images. 

In addition there is art created by various players over the decades and a few professional pieces by Jacob Blackmon,  done for the Starfinder game in the series, Catch My Drift. 

How long have you been using Obsidian Portal? What brought you to the site and what keeps bringing you back?

Roughly 15 years nos. I stumbled across it ages ago and upgraded from the simple wiki I was using prior to that. When it comes to the things that keep me here the wiki is a big one, especially the ability to have sections that are for private notes between the players and myself. I also find that player participation away from the table, i.e. journal writing and such, increased when the adventure log became an option. It has a great set of features and solid organizational structure. All in all, other than some improvements to the backup downloads it is pretty much perfect for my needs. 

If you had to pick just one thing, what would you say Obsidian Portal helps you with the most?

Creating an atmospheric portal for my players that organizes the ridiculous amount of house rules into a (hopefully) useful and appealing format. Even without knowing any CSS it is pretty easy to make it sing and it has much greater “out of the box” functionality than setting up a fully customized website. In addition the community is pretty great across the board. 

What would you say is the biggest highlight of your game so far (please also provide images and links if possible)?

During one of the adventures that led them to Greyhawk I had the honor of having a special guest. Mike Nystul played with Gary Gygax in the days before D&D was published and the game has included spells named for his wizard, Nystul, ever since. Nystul’s Magic Aura being the most well known. Having him join us and play an updated version of his original character from Gygax’s table was an honor and a pleasure. 

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?

It’s all about a combination of organization and improv. In the hopes it will be helpful to someone here is my approach. 

If you have trouble making stuff up spur of the moment make a few lists as part of your prep. Each one can be as few as five items. 

  • A list of names appropriate to your setting
  • A list of species/class combos that are common in your setting. 
  • A list of quirks or behaviors, i.e. constant toe tapping, a lisp, or a tendency toward puns.

With these three lists you have instant NPCs, just roll or choose one item from each list when you need it and the three combine to give you the basics. 

For organization I use a triple monitor rig set up as follows: 

Left Monitor – Combat Data Browser Tabs:

  • Initiative Tracker Opponent Initiatives already pre-rolled and added. I advise adding the Dice Roller plug in. 
  • One Tab for each creature, trap, or hazard in the encounter

Middle Monitor – Interaction Browser Tab:

Right Monitor – Maps and Rules Browser Tabs:

I keep a pad and pencils on my desk for notes. If I create an NPC on the fly their name / class / and defining mannerisms get noted as does any loot acquired, or major events / accomplishments of the session. (Add these to your wiki on OP immediately after the game because if you’re like me they can easily get misplaced before your group meets up again). It’s also worth noting that if you have trouble taking notes during games you can try recording audio or video of the sessions and go back to them to write your notes and recap. Just make sure to let your players know if you are recording! 

That’s about it! May your 20s be both frequent and natural! 

Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure May 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

1
Feb

Campaign of the month February 2025: Stream of Kairos

So, have you ever wondered what it might be like to be the Captain of a Timeship on the Temporal Sea? Well, wonder no more, because when you delve into the depths of imagination on this particular campaign, you can do just that! Join us as we chat to previous Campaign of the Month winner, Abersade, discussing The Kairos Delta, Realspace, and the dreaded Orkehds in his new campaign, Stream of Kairos.

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?

Hi! My name is John and I’m from Flatlandia, also known as Northwest Ohio. Being born and raised here, there really isn’t much to do except for gaming, gardening, and reading in my opinion. I’ve been with my wife (user Saintdiane) for eighteen years now, and both of my daughters are grown, in their twenties, and have long since fled the proverbial coop.

You had previously won Campaign of the Month in April 2020 for” Core: The Ashes of Alcarna”. Both that game and the new one are using the Dungeons and Dragons 3.5 Systems. What keeps you motivated to designing your Campaigns within this system?

There are four main factors at play for me here:

1. I have almost every official rulebook that was published for 3.0 and 3.5.

2. 4th Ed D&D, 2nd Ed Pathfinder, and 5th Ed D&D all lack the sheer number of crunchy options for characters, rules, feats, and classes.

3. Everyone who’s playing (with one exception) is already very familiar and comfortable with 3.5

4. We use a bunch of tacked on systems like Roleplaying Points (an extra way to advance characters) and House Rules that are specific to 3.5 and which were developed over several years.

How different is your current campaign from the previous one? Are any of the players the same? Are the characters related in any way? Are there any cross connections between the two campaigns?

Have you ever had a concept for a game that was probably too weird or borderline nonsensical, but that you just couldn’t get out of your head? That sort of idea just stays there lodged in the bizarre section of your brain, fermenting like juice that’s gone a bit off.

Most of the time these sorts of ideas slowly wither away, eventually fading completely, leaving only a mild sense of relief. Sometimes though, instead of fading away the idea persists, eventually becoming a monster that must be freed. That monster is Stream of Kairos, which slowly morphed from “an underdeveloped idea involving a stream of water with islands in it, floating in the Astral Sea” into “the Grand Unifying Theory of every TTRPG game that I’ve ever run, while still somehow involving streams of water just sort of floating around with bits of land in them”.

Though it links everything together it is important to know that Stream of Kairos is drastically different from Core, and that Stream of Kairos is also drastically different from Rise of the Durnskald, despite it literally containing multiple elements from both games. Also, some Old World of Darkness content for questionably good measure with just a dash of Warhammer 40k thrown in because who doesn’t like it when things get Orky?

As for the players, the players who returned for Stream of Kairos are some of the same players who were around for Rise of the Durnskald and the last game I played in called The Price of Magic. I have a whole page dedicated to them on our wiki, which can be found here.

Your current landing page outlines future journeys on the “Great Temporal Sea”. These adventures seem like they will incorporate some pretty “deep” concepts. Can you give us all a bit of information about the Temporal Sea and the use of “Timeships” in your campaign.

It all ends with a time loop… all the best nonsense does, really.

The easiest way to picture the Kairos Delta (and thus the Great Temporal Sea) is thusly: imagine an unbelievably large cloud of dark grey faintly luminescent fog, which takes up the entire known volume of the plane, throw a mess of looped waterways floating through the fog, and plonk down a landmass floating in a small ocean everywhere that the waterways intersect. Now consider that the streams of water are composed of this grey fog, but condensed, and flow in specific directions. These streams of time will either cause something to drastically age upon contact, or will do the opposite, depending on which end of the timestream you entered it from.

In order to traverse the streams folks need protection, which is usually composed of the combined auras of intelligent life. Get enough people together, along with enough Stillwater, and their combined auras will push back the ravages of time. Stillwater isn’t exactly travel friendly though; it takes up literal tons of weight and touching it causes you to become locked in stasis until you are removed from it, so captains aren’t exactly keen on keeping it on board.

That’s where the fuel cells come into play! Maybe don’t ask too many questions about how they are charged though. Slap a couple of fuel cells into a Timebreaker class ship and you have a vessel that can not only traverse the streams, but can forge new ones too, provided you brought a Navigator along.

You remembered to bring a Navigator with you, right?

From where did you draw your main inspirations for the current campaign? Books, gaming modules, films, a vivid imagination? What concepts can explorers in your world expect to encounter?

This one is equal parts easy and difficult to answer. Inspiration comes from all sorts of places, but in this case mainly three sources: a story called “Timeless” from a very popular webcomic (Sluggy Freelance) from back in 2005; the short story “All You Zombies” by Robert Heinlein which I read when I was about ten years old; and the concept of “Arcane Resonance” from a game I’m still fleshing out called Forbidden Empire, which is the second game in the Wrath of the Fallen Goddess planned trilogy.

Arcane Resonance was also featured heavily in Rise of the Durnskald, and also Core, though it wasn’t named. Basically, magic causes ripples in the fabric of reality, bigger magic means bigger ripples, and ripple something hard enough and new stuff happens. Crash a big enough magical meteor into a planet and you can hurl the collective idea of the planet straight out of time itself, left to float around all shattered in a cloud of energy, while the original version slowly heals. Now add a bunch of power hungry Kjerne Runecasters to the mix and, well, though that all happened in the past I’m getting ahead of myself.

As I stated before, Stream of Kairos is my TTRPG Grand Unified Theory, bringing everything and everyone together. I remember reading that D&D cosmology, at least back in the day, theorized that all of the games that everyone ran were tied together by existing in the infinite deep astral, with each game existing within its own prime material plane. In Stream of Kairos, the Kairos Delta exists as the broken shadow of the astral plane, and features scenes and elements from many of the games that I’ve run in the past.

This time around though, the players are seeing the events from different perspectives. Helping to complete the missing portions of the narratives that they played through years ago, and in at least one case drastically changing the course of a doomed world. I mean, it’s probably still doomed, but now it’s different doom.

Sometimes you just have to focus on the small victories.

For more info on all of these concepts and sources, look here: https://streamofkairos.obsidianportal.com/wikis/behind-the-screen

Your campaign has some very innovative design elements. What tools did you use to create it and set it all up? Any recommendations for new GMs starting to design their campaigns?

The campaigns look is done via CSS, paint.net, and flamingtext.com, with a generous splash of google image searching thrown in. W3Schools.com can be a great resource for folks who are interested in learning to use CSS, as can the Obsidian Portal forum and Discord.

What is the importance of the “Orkehd Raiders” in your Campaign. They seem to be integral to the geographic area of “The Kairos Delta”. Please, tell us more…

The Orkehd Raiders are among the most fearsome opponents a ship captain could ever have the misfortune to meet. Piloting vast ships made of iron and steel, armed with cannons and rockets, and frequently protected by powerful energy shields, the Orkehd are a foe you don’t want to meet lying down. Or standing for that matter. Hailing from a different dimension, the Orkehd are powerful and quite technologically advanced, though their skill in magic is extremely lacking.

Oh look, here’s one now: https://streamofkairos.obsidianportal.com/characters/oggie-bigteefs

Without divulging any major plots, what plans do you have for the player characters as they progress through your campaign?

What the characters know: That they are eventually all killed by their sorcerer, ReDyns.
What the players don’t know: One of the players actually knows how this happens, and hasn’t revealed it as of yet.

Having been a member of Obsidian Portal for over ten years, what would you say are the most useful benefits for you as both a Campaign Designer and as a person running a campaign?

I quite like a cohesive theme, and easily accessible info, and eleventy billion rules and systems. Obsidian Portal is, in my humble opinion, still the best platform that allows for easy customization and wiki building without explicitly requiring proprietary software or access fees for everyone involved in the game. Also, I really like the community.

Are there any specific adventures you have yet to have that you are particularly looking forward to that you can give us a glimpse of, without ruining the surprise for your players? You can be as cryptic as you like.

I would suggest that folks read up on what Kairos is, and how it connects to the theme of this game and others I’ve ran. I don’t think that there’s enough clues around to actually ruin the surprise, but maybe someone will figure it out.

Here’s a hint: It all starts with a time loop… all the worst nonsense does, really.

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?

Previously I mentioned learning CSS, and spending extra time getting the world ready to play in so that it sort of becomes self-sustaining.

While those concepts are important, I want to focus on something else this time around. Engage with your players, and your world. Create unique concepts, or monsters, or classes, or races. Create new legends and folktales, maybe songs that tell tales of heroes long gone. Anything really, just make sure to create something, to bring life to your world and vision. You and your players are far more likely to tell tales of the door that made a friend and sacrificed itself to let the heroes continue on their quest than of yet another encounter with a pile of orc guards.

Don’t be afraid to make mistakes, or to be extra goofy with the world (depending on the theme of course). Maybe your world is infested with giant insects that lay eggs that look suspiciously close to oranges, but not quite? Maybe the sewers have Gelatinous Tubes instead of Gelatinous Cubes? Maybe one of your characters is named Lolph Dundgren and you’ve said it so many times over the course of the game that you no longer can remember which way is the actual actor’s name? Maybe try D&D&Space?

And if you’re one of the players?

Maybe, just maybe, play a talking horse who goes out of her way to teach one of her friends how to speak horse. It’s a heck of a story.

Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure March 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

25
Nov

OBSIDIAN PORTAL CAMPAIGN OF THE YEAR 2024- WINNER’S ANNOUNCED!!!!!

A HUGE CONGRATULATIONS TO OUR WINNERS!

FIRST PRIZE: 

KERYTH987 WITH WRATH OF THE HIGHBORNE!!! 

RUNNER UP: HUMANNOYD with CYBERPUNK 2077:FATE ACCELERATED!

(winners will be contacted by OP staff to connect you with your prizes)

It’s about that time again- time to celebrate some of the very best of our OP Community! 11 great RPG sites, each awarded the prestigious “OBSIDIAN PORTAL CAMPAIGN OF THE MONTH” award in 2024, stand in line to be considered for the OBSIDIAN PORTAL CAMPAIGN OF THE YEAR 2024! And YOU get to decide!

THE DETAILS

Voting will open Monday December 2nd, is open to ALL, and will close Monday December 9th. The winner will be announced on Friday December 13th. Check Obsidian Portal, Facebook and Twitter for further details.  

THE CONTENDERS:

 January 2024: More Things in Heaven and Earth 

February 2024: Cyberpunk 2077 Fate Accelerated 

March 2024: Wrath of the Highborn 

April 2024: Season of Strife 

May 2024: The World of Elurah 

June 2024: The Planewalker’s Guild 

July 2024: Ars Magica, Umbra Quercus Saga 

August 2024: Freeing Phandalin 

September 2024: Echo of The Mists 

October 2024: Aloft! 

November 2024: Dark Conflagration 

THE PRIZES: 

This year we have some AMAZING sponsors including Paizo, Killjester, Crit Academy and Syrinscape!

1st Place

  • 1 year subscription to OP
  • Paizo: Digital copies of Pathfinder Second Edition and Starfinder First Edition Beginner Box PDFs as well as a PDF of Abomination Vaults (Pathfinder Second Edition or Dungeons and Dragons 5th Edition, winner’s preference)
  • Killjester: A physical Copy of Sanctimonious Slimes vs Expired Epicures
  • Crit Academy: Digital Copy of Memorable Monsters
  • Syrinscape: A subscription (Supersyrin trial vouchers, each for two months x 2)

Runner Up

  • 1 year subscription to OP
  • Killjester: A physical Copy of Sanctimonious Slimes vs Expired Epicures
  • Syrinscape: Syrinscape: A subscription (Supersyrin trial voucher, for two months)
Award Winning!

Gold ENnie for Best Website 09'-11'


Silver ENnie for Best Website, Best Podcast 2012-2013
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