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2
Sep

Campaign of the Month September 2026: City of Shadows

Welcome to colonial Singapore in the year 1870, a bustling metropolis filled with abundance and vitality. But behind the façade of prosperity lies a city rife with terror and mystery. Unfold the adventure with GM Nicesociety and company in this Campaign of The Month: City of Shadows!


1. Tell us about the person behind the GM screen. Where are you from, what do you do outside of gaming, and where can we find or interact with you online?

First off, thank you for the recognition — I’m honored to be selected for Campaign of the Month for a second time. I’m originally from California, but I’ve called Tulsa, Oklahoma home for the last 26 years now. Outside of gaming, I’m a history buff at heart, which probably shows in how I run things, and I love getting outdoors to camp when I can, along with writing in general. Most of all, though, I love spending time with my wife and kids — they keep me grounded when I’m not busy setting terrorizing 1870s Singapore.


2. How did you get into gaming, or what first introduced you to the hobby?

I started gaming 41 years ago, at 13 years old, back before Dungeons & Dragons was anywhere near mainstream — that’s what I cut my teeth on. From there I branched out into GURPS, Traveller, BattleTech, Rifts, World of Darkness, and just about every other RPG system I could get my hands on. In the ’90s I discovered Cyberpunk 2020 and Chill, and I still love both to this day. I’ve had the same gaming group for the last 15 years, and we still play weekly.


3. Give us a nutshell summary of your campaign: what’s it about, and what inspired it?

The base system is Mayfair Games’ CHILL, though it’s been heavily modified from the core rules with a lot of expanded house rules over the years. I’ve also borrowed concepts from Call of Cthulhu and The Dresden Files where they fit. My group and I love period pieces, and we’ve been playing in the same extended universe across several campaigns now — among them another Campaign of the Month winner, Aether & Ashes, along with Yesterday’s Sins, From the Ashes, and SAVE Rome. Each is set in the same universe at a different time and place.

Our current campaign, City of Shadows, is set in 1870 colonial Singapore. It blends Eastern horror, paranormal investigation, a touch of colonial exploration, and some gothic leanings. We’re leaning hard into historical accuracy for the period, and it’s given us a fantastic cast of characters to work with.


4. What is it about this particular setting or world that fascinated you enough to build a campaign around it?

Colonial Singapore in 1870 is a setting that does a lot of the work for you as a GM. It’s a genuine crossroads — British colonial administration layered over Chinese, Malay, Indian, and countless other communities, each bringing their own beliefs, spirits, and ways of explaining the unexplainable. That gives me an enormous well of folklore and cosmology to draw horror from, rather than leaning on the same handful of Western monsters campaign after campaign. As a history buff, I also love the tension baked into the period itself — colonial power convinced of its own rationality, sitting right on top of a city that doesn’t believe in the same rules. That friction between what the empire thinks it understands and what’s actually moving in the shadows of the docks and back alleys is, to me, the most interesting kind of horror: it’s not just supernatural, it’s cultural.

5. What game system and edition are you using, and what guided that choice? What do you like most about it, and are there any downsides you’ve had to work around?

We’re running Mayfair Games’ original CHILL system, though at this point “edition” almost undersells it — it’s been rebuilt from the ground up with expanded house rules developed over years of play. All mechanics run on D10 or D100, which keeps resolution fast and intuitive at the table without breaking immersion to look up charts. I chose CHILL originally because it fit the paranormal investigation tone I wanted  and it was what I already knew from the ’90s .and what I love most about it now is how easily it flexes: the core system doesn’t fight me when I want to layer in something new, whether that’s a piece of period-accurate folklore or a mechanic borrowed from another system entirely.

Honestly, the heavy modification hasn’t created the downside you might expect. Even with all the house rules layered in, we’ve kept things simple enough that new players can pick it up without much trouble — though it’s worth noting we’ve had the same core group for over 15 years, so it hasn’t been tested by a revolving door of new faces. If there’s a real downside, it’s that not a lot of people really know about  CHILL at all.


6. Tell us about your players and your typical gaming sessions: how often do you play, and is it online, tabletop, or hybrid?

There are five of us total, including me as Chill Master. We play in person every Friday night, usually starting with a communal meal before diving into a solid four to five hour session. As adults, real life doesn’t always allow for marathon sessions the way it might have in our twenties, so our campaigns tend to run long — a typical 13-episode arc takes about a year and a half from start to finish.

Obsidian Portal has been an invaluable tool for us throughout. It lets my players go back and review NPCs, locations, and details they’ve uncovered as the campaign unfolds, so nobody’s relying on memory alone between sessions. That keeps everyone focused and engaged at the table instead of spending game time trying to remember who someone was or where a clue came from.


7. Tell us about the central characters (PCs and/or key NPCs) in your campaign. What roles do they play, and how do your players bring them to life?

Our party operates as the Society of Oriental Studies, a name that gives them cover for exactly the kind of poking around dead men’s affairs that gets people killed in polite company.

Joe Gannon is our cowboy — a hardened survivor with a dark past and an instinct for evil that’s saved the party’s collective necks more than once. He’s also quietly running from Confederate gold he brought with him from the war, which has started catching up to him in ways he didn’t see coming.

Mei Lian is the shadow queen of Singapore’s criminal underworld — publicly a brothel manager, privately the real power behind an empire she built from nothing after being sold into servitude as a child. Nobody in the party plays the long game quite like she does.

Nathaniel Blackwood is a smuggler with a gentleman’s polish and a criminal’s instincts, moving opium and secrets through the docks with equal ease. He’s charming enough to talk his way into a room and dangerous enough that you should worry about how he talks his way out.

Phinn Farrington is our legal authority — an English attorney carrying guilt, duty, and a very literal scar from an encounter with something that shouldn’t exist, picked up during his Navy days in the Mediterranean. He brings order and respectability to a party that badly needs both.

Dr. Simon Williams walks the line between rationalist and mystic, a physician who lost everything to disease and was saved by methods Western medicine has no explanation for. He treats what official Singapore won’t acknowledge exists, and he’s usually the first to notice when something in the room isn’t breathing right.

And rounding out the party is Alice Brown, our thief — orphaned young in London and raised in a den of skilled pickpockets who taught her that a well-placed hidden pocket can be as valuable as any lock pick. What looks like simple thievery hides a far heavier truth: Alice serves a master whose nature is anything but human, and whose appetite for treasure has made her one of the sharpest, most resourceful operators in the party. Quick-fingered and quicker-witted, she’s just as likely to spot the ghost in the window as the unlocked door beneath it, and there’s rarely a room she can’t get into — or out of — without anyone noticing she was ever there.

Considering the character descriptions, and the fact that the players have all written their own backgrounds, the flair and creativity the players bring is self-evident.


8. What tools did you use to design or customize your campaign’s layout, banner, or overall visual presentation? What advice would you give other GMs who want to do something similar?

For images, we use a combination of Midjourney and Photoshop, with a lot of attention paid to keeping everything period-accurate. I also lean on Claude to help fact-check historical details and maintain authenticity, making sure the flavor of the campaign reflects the actual history of 1870s Singapore rather than a vague approximation of it. On the CSS side, a lot of what we use was built through trial and error — adapting code from other sources and reworking it until it fit. My wife, who works as a software architect and programmer, has been essential to that process; her help with layout and image integration has shaped the visual identity of the campaign as much as anything I’ve done myself.

My advice to other GMs is simple: details are what sell it. Small, consistent touches matter more than any single big flourish — a complementary color scheme, a visual theme that stays consistent scene to scene, and a willingness to give each campaign its own artistic identity rather than reusing the same look project to project. As for CSS specifically, don’t be afraid to go find something you like from someone else’s work and experiment with it. You don’t need to build from scratch — find a foundation that speaks to you and make it your own.

9. Where do you draw inspiration from when building your campaign, whether it’s literature, film, other games, or something else?

I draw from all sorts of cinematic styles — I actually imagine each campaign as a television season, thirteen episodes with occasional special “pilot” episodes labeled Episode 0. Books have a huge influence too. I’ve mentioned Jim Butcher’s work already, but I also draw heavily from science fiction, mysteries, and classic literature — Sir Arthur Conan Doyle, Agatha Christie, Bram Stoker, and Mary Shelley all shape how I think about mood, pacing, and character.

I also build a soundtrack for every session. Music does a lot of heavy lifting for pacing and tension at the table, and I lean toward instrumental pieces that fit the tone of the setting — a lot of Hans Zimmer, Ramin Djawadi, and others in that same cinematic vein.


10. What have been some of your (or your players’) favorite or most memorable moments in the campaign so far?

One thing we love doing is fan service — reintroducing a character from another campaign in the same shared universe. At one point we brought back a major villain who had been central to our 1936 game: a vampire lord, old enough and powerful enough that six decades backward was nothing to him. Dropping him into 1870s Singapore, decades before my players had ever encountered him, still landed like a gut punch. They nearly lost their minds when they made the connection.

But honestly, my favorite moments are the ones that build slowly — when the group has pieced together the clues themselves and really had to work for the resolution. We’ve had a handful of those moments over the years, and they’re always the most rewarding for everyone at the table, myself included. There’s nothing quite like watching a table full of players connect the dots on their own and realize what they’ve uncovered.


11. Without giving too much away to your players, what’s ahead for the campaign, or what are you most looking forward to?

Without giving too much away — we’re running several character-focused story arcs concurrently alongside the main seasonal arc, each one slowly building toward its own climax. Every player has a personal thread that’s been quietly developing in the background, and when those arcs finally land, it’s going to be huge. Each player gets their own payoff, I get mine as the one who’s been building toward it all along, and the main thread itself delivers a reward for the group as a whole. It’s the kind of layered payoff you can only really pull off with a table that’s been together as long as we have.


12. How did you discover Obsidian Portal, and which feature do you find most useful, whether for campaign design or for active play?

I’ve been a member since November 18, 2015 — at this point, I honestly don’t remember the exact details of how I first found Obsidian Portal, though it was most likely through an RPG forum somewhere along the way.

My favorite feature is easily the character and NPC pages, especially now that I’ve figured out how to categorize them in ways that actually work for a long-running campaign with a huge cast. The wiki pages have been just as invaluable for tracking places, lore, and ongoing threads. And being able to customize pages with CSS and HTML has been a great feature in its own right — it’s given the campaign a visual identity that feels genuinely its own, rather than looking like every other page on the site.


13. How long have you been a member of Obsidian Portal, and what keeps you coming back?

Asked and answered.


14. As always, what “pearls of wisdom” or GM insights can you share with the community this month?

Give your players real opportunities to contribute — not just choices within a plan, but the chance to genuinely shape it. Be flexible enough to pivot when a good idea comes up unexpectedly and be willing to scrap entire sections of your prep if something better emerges at the table. Details matter, so keep good notes, but don’t let them box you in — sometimes the best thing you can do is let go of the plan and go with the flow. At the end of the day, it’s about friends, fun, and collaboration. Have a blast, and don’t take it too seriously.

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!

2
Jul

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!”

2
May

Campaign of the Month May 2026: Wyrms of Airhde

“Ride! Ride for the sapling’s light!
Through thorn and shadow, day and night!
Steel in hand, we swear the vow-

We will not falter now!”

Come with us as we delve into the myriad of mysteries of Castles and Crusades with GM lordrodd in the month’s Campaign of the Month winner: Wyrms of Airhde!

Let’s start with an easy one, all about the GM behind the screen: Where are you from?

Dayton, Ohio USA

What are your hobbies? Are you working on any big projects?

Well, all kinds of tabletop gaming. This includes not only RPGs but board games/war games as well. I have lost track of the number of different RPGs I own and/or have played over the years. I used to run a small game convention in Dayton called FOPcon and I was a player and Game Master in the RPGA for several years, back when it was many different RPGs rather than just D&D and living campaigns. Right now, nothing super big other than working on writing a Castles & Crusades and Amazing Adventures scenarios to run at a local convention here named AcadeCon.

What introduced you to gaming?

I’ve been gaming since the 70’s. My first RPG was D&D when it came out in 1974 that a friend of mine had. I bought the white box and chainmail for myself later. Played many marathon games of Risk back then and went on to include playing many different Avalon Hill games.

What do you like the most about the Castles and Crusades system.

It’s very reminiscent of the old school RPG system I grew up with, yet with a modern touch. The SIEGE system the rules are based around are beautiful in their simplicity and adaptability. While the C&C rules system and mountain of material made it an RPG I knew I would play for a long time, the company, Troll Lord Games, is the reason that without a doubt like C&C will stay at the top of my RPG games. They are very engaged with the community and just down-to-earth nice people.

Are there any downsides to Castles and Crusades that you’ve had to work around?

Not really. I only got into C&C last year after being aware of it for many years. The lore of their published game world, Airhde, is immense, but I have enjoyed getting into it.

Tell us about the world of Aihrde, and your campaign:

Aihrde is the published setting for C&C. It developed out of TLGs homebrew campaign. It is a huge game world with just an insane amount of history and lore built into it. I set my campaign in it because there was just so much available written material and support and it made it easy for me to pick out an area of the world and start stitching together adventures and scenarios in a cohesive way to tell the story that my players and I are telling.


Tell us a bit about your players; how long have you known each other and played together?

I have been playing with them since the early 90’s. They have been playing together somewhat longer than that. We played lots of board games but always come back to RPGs. Call of Cthulhu is a system we play on and off. One of the other players is just in his element when he runs a campaign for us. Making props and stuff like that. I had a character in one of the games that was a pilot and he created a period accurate pilot license for the character. Our most recent games before we started playing C&C were Twilight 2000 and Star Trek Adventures. The plan had been to alternate ST:A with C&C as we like both the Star Trek universe and fantasy settings. We are enjoying C&C so much right now that ST:A is on the backburner.

Where do you play?

We play in person, although during the pandemic we played remotely. One of the players has a nice big room and table and we usually play at his house.

Your adventure logs evoke a sense of camaraderie and adventure. How important are those themes to the feel of the campaign?

We are all old, LOL, and the initial reasoning for the logs was just so we wouldn’t forget where we left off. Because many of us are creative types I think it’s only natural that it becomes more of an outlet for those creative juices.

Are there other pertinent themes?

With one of the players playing a paladin and we have a knight in our groups, one of the themes that has more naturally emerged is one of serving justice and goodness. One of the things I like about RPGs is how various themes and elements come out during play that you could never plan for and end up enhancing the experience. Back in the mid to late 80’s I was stationed in then West Germany in the army. We would play various RPGs in the barracks. I was running two different D&D campaigns then with the same group of people. One was a “good aligned” campaign and in the other the characters were all evil alignment. It was remarkable to me how the players would either be arguing or untrusting in the one and full of cooperation in the other. It was just a natural outcome of the different themes but seeing them occur side by side was enlightening.

The video clips you’ve used for your NPCs are very innovative. What inspired you to do that?

Whenever I create NPCs to add to a game they are usually based on some character or other that I recently enjoyed from a book I was reading or a movie/show I was watching. I’m also a geek and a very visually oriented person. I like play around with AI. I would never use AI to create something to sell but using it to enhance the story I’m trying to tell or the scene I’m trying to set just seemed like the next step in things I do to add immersion to a game I’m running. I like to use my NPCs to help tell the story and add the players experiences with their own characters. I have also used them to help draw out the more reserved players at times to help them get more invested in the story.

You are using the bounties page, and it looks quite nice. What is your favorite aspect of the bounty system that you’ve built?

The C&C game has a variant Hero Point rule. In other games I’ve run I’ve always tried to add some mechanic that may allow the player to overcome a string of bad dice rolling. I modified the Hero Point rules to match what I wanted, and the Bounties page seemed to be the best way to implement them.

Has it helped with encouraging your players to contribute to updating wiki pages and POV logs?

Yes it has. Often on the day we are playing I’ll see an adventure log post or something else hit the site earlier in the day. They like their Hero Points (and burn through them quite often).

Music shows up frequently in your adventure logs; is music an important thematic element in your sessions as well?

I like immersion in my games. Even when playing boardgames at home I usually have some type of theme appropriate music of movie playing in the background. I even have playlists for different genre of games. In RPGs, for many years, I’ve used Syrinscape for background sounds and in combats to enhance the feel. In the combat sound sets there is always a Wilhem Scream option. In our current game during fights, I hit that when the players dispatch a bad guy/monster. I’ve noticed them waiting for the sound after they tell me how much damage they’ve done. Once again I’ve used AI to help in creating some music and songs. We have a main theme on the homepage, and I’ve liked using songs to recap some of the sessions. I usually write what the recap is and then convert that into a lyric. Then I will translate that lyric into a Chaucerian Middle-English lyric with a heroic couplet. I pop that lyric into a song generating AI to make a song using medieval style instruments. I’ve been having fun with it. I may change up musical styles at some point. Throw in some modern music here and there.


What does prep time look like for your typical gaming session?

I usually over prepare. We never get as far as I think we will. I normally do a read through before starting an adventure to get the overall story in mind and decide what, if any, changes need to be made to fit the campaign. During the week I’ll take some time in the evenings to read up on the upcoming encounters. If I have the time I will create images of the descriptions of locations or encounters. Some of them I will animate. I normally text those to the players during the game right after or right before I read the description.

What inspired you to create and run Wyrms of Airhde?

Like I mentioned earlier, I wanted to run a C&C game and the Aihrde setting was a great big sandbox of a world to play in. Earthwyrms is the name of our gaming group, and we often just call ourselves Wyrms. I’ve used Obsidian Portal for many years running many different games. I looked at my account earlier today and the first game I used OP with was the Serenity RPG back in 2010. It’s nice having that historic record of past adventures.

Are there any specific adventures that you are particularly looking forward to that you can give us a glimpse of, without ruining the surprise for your group?

The adventure I’m running is Beneath the Canopy of Green, which is a grouping of semi connected adventures. It is published by Troll Lord games. I have a side adventure that is tied to one of my NPCs in which hints of have already been dropped here and there during different adventures. When the main part of that starts depends on when it fits best into the story. I’m looking forward to that happening.

You’ve been a member of Obsidian Portal for eighteen years now. What keeps you coming back to Obsidian Portal?

As I spoke to above, I like immersion in my games and OP helps with that. I like how I can revisit older campaigns and reminisce on the adventures had and stories told.

What do you find the most helpful Obsidian Portal feature to be?

There are many things. I have enjoyed the development of OP over there years. I find it easier now to set up and manage the campaigns that I used. That is probably a combination of your enhancements and my familiarity with the tool. Feature wise I like the Adventure Logs the most. I like the Character/NPC section, Maps, and the new Bounties page is something I can see using in any game I am running. That really encourages involvement from the players, which is great to see.


As a final question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?

Something that took me some time to learn over the years is this, players will get out of a game what they put into it. As a GM you create the environment to tell a story and your players are story tellers with you on that journey. I’ve had players whose biggest enjoyment is just the gathering of friends, and the game is second fiddle. Don’t get offended if a player or players don’t seem to be putting in the effort with their characters that you put into the game. This is a hobby and is never supposed to feel like work. I put the effort I do into running a game because I enjoy that. When it starts to feel like work or if you start to feel like you’re not being appreciated for the effort, then you are putting in too much effort. Be adaptable. If something is not being enjoyed by the players be willing to switch up or try something different. Another thing I’ve learned is that I am a control freak. I had a problem railroading players down the tunnel of the game/story I wanted to run. Once I learned to set up the sandbox of the game or scenario it’s much more liberating to let the players guide where the story goes and keeps me thinking on my toes. At my age the more thinking I can do the better. If the story you want to tell is not the story they want to tell let that guide you into telling a story that everyone wants to tell.

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

2
Sep

Campaign of the Month September 2025: Broken Shield

Enter the world of Golarion, where a group of adventurers fight against the devastating power of the mighty lich known as “The Whispering Tyrant” to save the area of Lastwall from utter ruin.  Follow 10th_King and his team as they battle against world-shattering danger to the tune of German and Finnish metal in the dangerous, yet adventurous campaign known as Broken Shield”.

First off, feel free to tell us about the person behind the GM scr21een.  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?  

My name is Nick. I was born in Seattle, which always feels like home to me, but have lived in Richmond, Virginia for so long now that I should really stop telling people that first part. I am married to a phenomenal person who has been my inspiration for so many things. I actually had them come into this campaign to play as the former demigoddess Arazni. That reveal was one of the best moments early on because every time my wife came to watch us play, at some point in the session I had one of the PCs notice a scrying sensor watching the party, but none of the players connected the dots until the big moment.

You have a very prominent banner on your landing page that is both detailed and intriguing.  Why don’t you tell us all something about it.

One of my players commissioned a beautiful piece of art for the campaign featuring all the player characters in a Darkest Dungeon style. The video game was one of my early inspiration sources for the campaign’s atmosphere and I liked the artwork so much that it’s been my background on my home computer ever since. My players don’t know this, yet, but I altered the established adventure to make their characters functionally immortal partly because I appreciate this art and the enthusiasm for my game that it represents.

How long has your campaign been running and what made you choose Pathfinder as your gaming system.

This particular campaign is an adaptation of Pathfinder’s adventure path Tyrant’s Grasp and we’ve been playing it for about two years now almost weekly. Tyrant’s Grasp is a fantastic AP and Paizo used it to introduce some cataclysmic changes to their world of Golarion when they went to their Second Edition. My players and I have been playing in our own version of the Pathfinder setting (named by us Pathfinder Prime) for over 10 years. In that time, we’ve failed a lot of campaigns, both published and homebrew, resulting some sweeping changes to our own Inner Sea. I used Broken Shield to sell my group on PF2E and bring Pathfinder Prime in line with some of what I thought would be Paizo’s biggest alterations to the larger setting.

Do you play online or at a table?  Tell us something about your average gaming sessions.  How often do you play?  What is your gaming group like?

We play in person most weeks. Classically, everyone brings snacks and I always try to theme what I bring based on what will happen in the session. A quiet little hint for the players to puzzle out for my enjoyment. We play at one of my player’s houses so he can help watch his son who has also made an appearance in a couple sessions. As a whole, my players are very tactically minded, forcing me to constantly be on my toes to have any hope of challenging them, but since we have so much established history in this world we’ve built and between ourselves, we also have a lot of lore and cohesion we can rely on for character creation and role play. My group is all very creative, giving us a wonderful balance of fluff and crunch. Every one of their characters is my absolute favorite at varying points. Look into the OP page for some amazing examples of their talent, but for a brief overview we have Andre Goncharov (a.k.a. the White Spider, a now world-famous circus wrestler grown into his own tall tale), Raffletholomew Twice-Dead (the midwife “native” of the town where inciting events for the campaign begin and host to one of Pharasma’s most powerful agents now clinging to existence), Wil Scarborough (the orphaned child of a different player’s former character in our Carrion Crown game), Mathias Forest (the adopted son of that player’s own Carrion Crown character who was not concurrent with the character that died and orphaned Wil), and Apollonia (the daughter of that player’s own character in a homebrew game now carrying on that player’s many-year legacy and plans for the setting). Each of these was unknowingly and completely independently made to be perfect for the campaign and weaving their stories into the adventure has been delightful.

Tell us about life in Lastwall.  What dangers are still propagated by “The Whispering Tyrant”?  What sort of adventures do your characters get up to?  What are their quests?  What are the challenges?

For those unfamiliar with Paizo’s Pathfinder setting, the Whispering Tyrant is basically THE big bad. A classic lich necromancer bent on world domination and his own superiority over even the gods themselves, his power over death is unimaginable and nearly unstoppable. The AP as written is about him destroying Lastwall as a nation, leaving it a land of horrors and undeath. The characters have at this point traveled hitherto unseen parts of the world to try and find a way to stop his onslaught, and have only recently come back with any hope of actually being able to do so. They have been several catastrophic steps behind him up to now and have been repeatedly caught off guard by expecting things to follow normal game tropes. More than once, they’ve discovered the thing they set out to stop or learn about is either already in progress or has already happened. I’ve worked hard throughout to give them the impression that many of these events were destined to occur later in the story only to pull the rug out from under them. That has sometimes backfired, forcing my hand even earlier, bit it’s been a BLAST.

Is the main WIKI mainly set up by yourself?  Do any of your players help out?  Do you have any tips for newcomers starting to build their own campaigns?

I built the initial wiki, but life and time have gotten away from me. At this point, a couple of my players have largely taken control of it and are responsible for how incredible a resource it remains. From day one, I have rewarded player’s for adding content, bribing them with Hero Points, but their efforts have gone above and beyond. I am truly in awe of the work they do every week.

There are several musical links in your campaign, particularly in the adventure logs.  How important are these to your campaign?  Do you use music during your sessions?

I create new playlists to use in session for each part of the campaign. Every major milestone means a change to the tone of the music I set. One of the first, as an example, used a lot of video game music, heavily featuring the Darkest Dungeon soundtrack which may have influenced the commissioned banner a player got. Currently I play a lot of German and Finnish metal as the players explore a Dwarven ruin and Elvish artifacts. My players also use music specifically to set the tone of some of their adventure logs and in particular I’ve been impressed with how many of Wil’s logs actually line up in their writing with the music playing as you read it. Line breaks frequently match breaks in the music if you hit play just before you start reading.

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

We are honestly in the home stretch of the campaign, so my players and I are really all focused more on the legacy these characters will have on Pathfinder Prime at this point. I recently tried to force them into a difficult heroes choice where they had to risk that legacy to save the world itself. The characters all elected to do the right thing, but the players were very frustrated with my decision. They blamed the source material (sorry Paizo!) and will only learn I’m the culprit reading this, but I wanted the stakes to be real. I had to backtrack on that choice a bit, but we’ve worked it into the story and after some checks, only one of them will suffer the full consequences.

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?

I have used OP for every campaign we’ve run in our Pathfinder Prime setting. I find it incredibly useful for giving players background on the setting and character creation. Our group has talked several times about creating an Obsidian Portal wiki just to have our own wiki for our Pathfinder games and tracking all the changes from the published setting. By far my favorite part of Obsidian Portal, though, are the adventure logs and players’ ability to document their own perspectives on each session or other events in their lives. As both a player and a GM, the insight into another character and the creativity we all get to display even between sessions is incredible.

What have your main influences been in building and running your campaign?  Think of literature, films, games, anything else.

There are honestly so many influences I draw on for this game. I’ve mentioned Darkest Dungeon a few times, but I’ve also relied on one of my favorite video games, Bloodborne, for creepiness and atmosphere. Supernatural and the Castlevania TV show have also been big inspirations. I have steeped myself in classic horror from Dracula and Frankenstein to the Cthulhu mythos to guide my own storytelling. I also listen to playthrough recordings of Pathfinder every day to keep on top of rules, and steal techniques and ideas from fellow GMs. I’d especially like to shout out Find the Path who are also currently going through Tyrant’s Grasp and who are a phenomenal podcast.

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 am truly blessed to have a fantastic group of players who are just as invested in this ongoing story as I am. The best advice I think any GM can give is to communicate with your players and use them to help us all tell a group narrative. Take their ideas and their goals and rewrite everything if you have to. You can definitely still surprise them by twisting their expectations, but the involvement you get is incredible and unique. This is a cooperative medium and watching something grow beyond any of us has been truly beautiful. My thanks have to go to Obsidian Portal for giving us a place to store and refer back to our legacy!

Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure June 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

2
Jul

Campaign of the Month July 2025: Adoraith: Out of the Shadows

Make ready the main-sail and trim those lines! It’s time to brave the dark and briny waters of this month’s winning Campaign of the Month — “Adoraith: Out of the Shadows.” A maze of shattered islands awaits beyond the haze as we return to the world of Adoraith and ask this two-time winner how best to captain a crew who seek adventures on the high seas.

~ Obsidian Portal spoke with you last in 2016, when “Adoraith: Echoes of Epirus” won Campaign of the Month and we had the chance to get to know you. What’s new in your life in the last nine years?

Goodness, the last decade has been a whirlwind. I continued publishing 5e material, releasing several adventures, until my development work ground to a halt in 2019 when I broke my back in a freak accident. The accident landed me in a wheelchair. It took several years for me to get back on track enough to consider development again. Even then I had some setbacks that keeps me sidelined.

I don’t want to give the impression that my life is all doom and gloom though. My family and I moved to my favorite place in the world, New Orleans. The people, music, food and culture has been a real lift to my spirits. Obviously, I put together a gaming group and have been able to leverage nearly 40 years of content on the newcomers. It excites me to see firsthand how different groups react to the same content. 

~ Your current campaign, “Adoraith: Out of the Shadows” is a tail of sails and ships upon the Sapphire Sea that varies piracy with a little classic adventuring. Why are we all so drawn to stories on the high seas, in your opinion?

Our oceans and seas remain the last frontier we humans have yet to completely explore. There persists a mystery to the vast ocean depths that draws our wonder and imagination. Not only that, but there is a romantic notion that life on the seas somehow freeing for the body and soul. In a very real-world sense, adventure still awaits!

Turning to Dungeons and Dragons, I like to have just as much watercraft travel as overland. Many DM’s prefer to cut to the chase and get their party to their target as quickly as possible. I take a different view believing that the journey should be every bit part of the adventure as their destination. This is likely due to the tedious habit of some DMs rolling for encounters each and every day that their group travels.

My approach is to prepare a number of encounters that relate back to the main plot that I can use while traveling. Having varied terrain types opens a world of perils and creatures to encounter.

~ What’s the story, so far? And without giving too much away to your players, where does it lead next?

When the campaign began, the group wanted a chance to do achieve something that doesn’t happen too often. They asked for a story driven game where the characters reach 20th level. After 3 years, playing nearly every Sunday (I think we have 130 adventure logs), they are now 19th level and very nearly at the end.

With nearly 700 hours of sessions under our belts, the thought of summarizing the events is a bit daunting. But, At the risk of oversimplifying the story, here goes.

Out of the Shadows refers to the rise of the Cult of Tharizdun revealing itself and attempting to free the chained god. It’s important to point out that I use the 1st edition backstory of Tharizdun. One where he was one of the eldest gods and posed a threat to existence of the multiverse. Tharizdun’s attempt to unravel reality led the gods, both good and evil, to ally and imprison him. Even with the entire might of all divinity opposing him, the battle was still a near thing.

My one change is that I leaned into chaos and madness making Tharizdun a Chaotic Neutral deity. I wanted to give him a slight sympathetic angle by making his existence one of pain and madness which explained his desire to trigger the Armageddon.

Tharizdun was still responsible for the creation of the Abyss, which was formed from his wails and ravings that reverberated into infinity as his prison was slammed shut. At that time, the Abyss was a realm of chaos but the creatures that made the plane their home twisted it to their evil nature. However, any creature spawned of the Abyss would be an easy puppet for the mad god and his followers.

Tharizdun’s avatar took the form of a young black haired pale skinned child. Studying the Lament for Lost Tharizdun, the last few surviving scraps of the mad god’s scriptures, the cult learned that key to his release lay in a ritual to imbue a specific child’s body with Tharizdun’s essence. This child will be born on the “Day of Omens” October 13th   but under a specific moon (a harvest moon). The cult knew that the moon played a role but their few tattered pages of the Lament did not reveal the specifics. Thus, the cult spent years hunting and kidnapping children with a birthday of October 13th. With so many possible candidates, the cult wasted no time and began performing rituals to discover the vessel for the avatar.

Enter the heroes, several of whom were orphans who aged out of an orphanage found in the pirate hold of Freeport. For reasons unknown to most, Freeport was seething with a large orphan population. Later, these party members would learn that they were orphaned by the cult itself.

Against this backdrop, a very young, no older than 8 or 9 to most eyes, fire-haired elven girl named Exie appears in Freeport. She was not kidnapped by the cult but arrived in the pirate hold by happenstance due to her serial habit of stowing away on ocean going vessels. Exie would quickly befriend the heroes and would drift in and out of their lives frequently while the party was in Freeport.

Disaster struck while the party attempted to disrupt the cult’s activities. Exie tailed the party while they attempted to disrupt one of the cult’s rituals. With Exie present, both the heroes and cult were shocked to find that the ritual to infuse the power of Tharizdun into an avatar was successful. Exie, who had one the affections of the party, was stricken. Implanted with the seed of chaos on madness.

Determined to save Exie and stop the release of Tharizdun, the party has fought to help Exie keep a grip on reality and stop her from descending into madness. However, for all their efforts, the heroes know that the clock is ticking. In order to sever the tie between Exie and Tharizdun, they must repair Tharizdun’s crumbling prison.

These events were all nearly two and half years ago. Since then, the party has ventured from one side of the game world to the other, traveled the mists of Hades, and even delved into the Abyss.

The heroes now stand on the precipice of disaster. Exie has been stolen by the cult and taken to the Rift where a planar breech has torn a hole in the fabric of reality. Within the Rift, the heroes must do battle to rescue Exie and crush the Cult of Tharizdun once and for all.  

~ It looks like you published some adventures and supplemental rules in the past. Care to tell us about that experience?

I absolutely love game development but as I mentioned above, health issues have derailed my publishing. Releasing good content takes an enormous amount of time and cooperation from multiple groups willing to test the material. However, there is no better feeling than hearing from gamers how much they loved a product.

Most of the material I have published are adventures, but I did collaborate with Kelsey Dionne, creator of Shadowdark, on a book of monsters called the Monstrous Lexicon. I find monster creation much more fun than adventure writing. When creating a good beasty you don’t have to worry about how the monster ties into a storyline or whether the encounter is balanced. All you need to do is let your imagination loose and try and create something completely outside the box.

As for the publishing process, I have released material on Amazon, DriveThruRPG, and the DM’s Guild. Of the three, the DM’s Guild has been a very disappointing experience. Sales were fine but I did have a hard time working with the back-end folks. One must also be wary of their exclusivity clauses in their terms.

~ Your adventure logs and journal entries for “Out of the Shadows” have been a very enjoyable read, and the addition of images of miniatures, mid-battle, draw those of us outside the game into the story. Do these kind of detailed archives of the campaign help you and/or your players — as memory aids or inspiration or otherwise — especially as you progress into higher levels and more complex plotlines?

When I run campaigns, I prefer to engross the players in a plot line that takes a great deal of time and investigation to unwind. Fortunately, we have been lucky enough to be surrounded by players who embrace that style and take the necessary steps to stay on top of all the moving parts.

The adventure logs were meant to be written from the perspective of the character writing the update for that week. So, if that PC incorrectly interpreted clues or simply disagreed with another’s analysis the log may not reflect reality which I absolutely love. Groups of people can look at a particular event and come to very different conclusions. The truth always manages to bubble to the surface as either an opportunity for the heroes to prevent a catastrophe or as a bomb that blows up in their face.

That said, nearly every player keeps notes. Courtney in particular is very good about keeping minutes. She has a system for tracking NPCs, hooks, and events using a different colored pen for each subject. On multiple occasions her notebooks have saved the heroes from making disastrous decisions.

The pictures are something I insert now and then for posterity. I love documenting our adventures with photographs and have been doing it for years. I have pictures going back to the 1980s that I am fondly able to look back on.

~ What have been some of your favorite moments in this iteration of “Adoraith”?

As a DM, I find my favorite moments come when I am able to evoke a visceral reaction from my players. I don’t think there is any greater compliment to a DM’s effort than when the players become that invested in a campaign. I have been fortunate enough to experience many such moments but none more incredible than when Exie was taken from the party.

Mechanically, I truly enjoy creating magic items. In my world, every magic item comes with a beneficial enchantment and a curse. That said, I have removed the Identify spell from the game. Characters have to consult with the wise, research histories, and/or use trial and error to discover an item’s powers. I love watching my players weigh benefits against curses or stress about equipping an item without any idea of what the curse may be. Magic is a dangerous thing and not for the faint of heart!

~ Do you or your players have any other projects on the horizon for which we should keep a weather-eye? Any more plans for new campaigns in the world of “Adoraith” in the foreseeable future?

I have had to step back from game development due to health issues. I have done extensive work on Johnny Fraser-Allen’s, The Gloaming, 5e game setting. I also had a number of other projects in the works but everything is currently on hold. At least in regards to my involvement.

I really liked 5e until Tasha’s came out. I felt the features in that book and subsequent books were unbalanced and poorly written. I used to believe that it didn’t really matter what system you used. The only thing of consequence was the story and interactions of the players. Sadly, 5e became so lopsided in favor of the players that I spent far more time planning battlefield strategies than interesting plot lines.

There were really only two options left to me if I wanted to bring some balance back to my game. Either only use the core 5e books or switch to another edition of DnD. My table really didn’t want to return to an older system like 2e or 3.5e. As a result, for the first time in 45 years of gaming, I am retiring Dungeons and Dragons as my go to system. The plan is to run an Alien RPG Campaign to serve as a Fantasy RPG palate cleanser (I have already set up an Obsidian Portal page for the game here: https://alien-4.obsidianportal.com/wikis/main-page) and then start trying other game systems starting with Castles and Crusades.

~ And as we always do, Obsidian Portal loves to ask for any new tips, tricks, or general advice you’ve gleaned in the last almost-decade that you could share with other Game Masters, World Builders, and writers.

I am a huge proponent of homebrewing just about everything. I love to create new monsters, features, and spells that the players do not have access to or knowledge of. D&D has been around for 50 years and there are very few surprises coming out of the published material. If I want to challenge my players, especially when playing 5e, I have to customize just about everything.

Below are my player’s contributions to the interview:

Joe (Wade the human Ranger/Sorcerer)

Playing Wade, I’ve loved every minute of it, but there have been a few moments that have really stuck with me. It was around the time Wade was given his title of “the immortal” by Lin. We had found a mound that the evil lizard people were using to corrupt eggs and the group was going to go inside and smash them. Wade decided to stay back and be outside with Exie as to avoid the dangers there. Little did Wade know this would be the first of many many times when he stands in the back of the group only to get jumped but this time by a giant lizard man holding a club as he swings it, crits and hits Wade square in the chest caving in his chest and sending him flying 10 feet back. Only for the rest of the group to come out, kill the lizard man and then revive Wade for the umpteenth time in the short amount of time the campaign had been going.

For me the adventure logs are great it’s the first campaign I’ve been in where we’ve done something like this, when I started as the designated writer of them as the captain of the group I tried to give them a twist of not just a recap of the session but more of a POV from Wade, and when life got a little too busy for me to keep up I’m glad when Lin’s player took over for it, that he kept the same thing going. Of course, now we all chip in and I love how we all do it from our POV and add in a little personality to the retelling. As far as we are in this campaign however it can be very difficult to keep some things straight as to what comes next thankfully due to the journals and the notes that Meera takes, they help keep us on the right path.

The other favorite moment for me was the end of the Coraline arc when Meera finally accepted to be her “mommy” and broke the curse on her showing her true form of Sofil the Angel. It was a very emotional moment for Wade because of all the trials he had to go through to keep her safe and care for her in the landscape of Hades while also figuring out his new form of being a zombie. Wade growing up in an orphanage gives him a huge soft spot for children, and a very protective fatherly love for all of them and seeing her reach her potential filled me as a player full of love a pride that we were able to help her. I look forward to seeing her come back at the end of this campaign.

Scott (Reginald the halfling Paladin)

One of my favorite “moments” of the Adoraith campaign has been the planar travel.  I read and listen endlessly to planar lore and it’s such an exciting topic for me.  In my many years of ttrpg gaming and campaigns I’ve had very minimal time outside the prime material plane. (Except when I first me Pickled Dragon and he was running Temple of Elemental Evil).  I joined Adoraith while the party was in Hades and afterwards went to the Abyss as well as the outlands, getting to see Sigil atop the spire and visit the gate town of Tradegate.  Matt truly brought these places life making them unique and including game mechanics such as Gloom in Hades to set these places apart.

Another of the most memorable moments was when we were happy to see Demogorgon…. not because he is a swell fella but because the hatred between Orcus and him made it possible for us to escape Orcus’ palace alive.

Courtney (Meera the half-orc Fighter/Barbarian)

The adventure logs and journal entries are especially helpful when one of us has to miss a session. It’s also fun to hear another character’s version of events and how their perception differs from your own. Favorite moments: Some of my (Courtney/Meera) favorite moments include:

>Meera’s first awakening as the Dawn Champion, when all of her physical stats became 30 for the day (I’ve never felt so invincible),

>When Meera and KeeWee set off on a low stakes reconnaissance mission and ended up beating up some guy for being a jerk (not sure why a guest player thought Meera and KeeWee were too reckless),

>Anytime Meera pulls out the severed undead head in a birdcage she’s been carrying since session 2 in order to show (scare) a new PC or NPC

Jeremy (Lin the elf Rogue/Sorcerer/Cleric)

Favorite moments

Matt let me try something I’ve never done in a game before.. actively work against the party. We all came into the game as strangers from the internet, and my character wasn’t trusted at the start due to having a somewhat fancy introduction. Despite the distrust, I presented a character that proved his worth while at the same time set the party back along the way. One of my character’s goals was to get out of the organization he worked for and eventually came clean to the party. We were several months and levels into the campaign, and I felt my character had been through enough ‘party attachment’ events to have courage to reveal his ploys. I even brought cheesy, character specific Christmas presents (IRL) to the group when my character confessed. I got some grumbles, but oh boy the laughs that came out of some of the confessions were priceless.

At one point in the game, my character was cursed by hags and being controlled during long rests. I was only aware of the lack of resting for the longest time as exhaustion (2014) kept stacking up. Once it was revealed to my character that he had been up to nefarious deeds, I tried to take measures to disable my controllers’ abilities by setting nightly traps for myself Moon Knight style. When those weren’t proving to be sufficient, I turned to my most trusted party member and had them babysit my character that was bound, gagged, and blindfolded. Some of the other characters walked in on the scene and a couple of hilarious exchanges were had at my expense.

One mission we had to scale a massive cliff face to reach a fort. Some people’s initial attempts at climbing didn’t go so well, so I had my character begin stretching as I did the same around the table. My character succeeded in scaling the cliff, and other people indulged the goofiness of stretching out of game. The next time we had to climb an even more tumultuous wall, I had my character once again take time to stretch and encouraged the group. We succeeded with a minor, but quite scary hiccup. Matt was even shocked at the success of this climb, and we later found out we skipped weeks of planned content by making the climb. Stretching around the table became a thing after that anytime we had a seemingly monumental task before us. I still get a chuckle when people join in on the goofy suggestion around the table. Remember kids.. Stretch!

Matt does custom magic items complete with lore and potentially even curses. A favorite magic item that we have come across is the Gremlin Bag. It is a Bag of Holding with a Gremlin inside that is one of the vanest characters one will ever meet. My character took on the challenge of appeasing the Gremlin (more or less the curse of this item), of course many times lying to it, and haven’t looked back since. I even aided the Gremlin from an ailment at one point, and the Gremlin has honestly been one of the most valuable NPCs to the group in my opinion. The Gremlin revealed to my character his nefarious deeds while he was being controlled by the hags. We have utilized the bag in a number of instances to temporarily house people in need of saving. We used it to liberate an entire squad of harpies that have now become part of the hilarity of the bag. I even upgraded the bag at a magical forge, and some of the party suspect the Gremlin will wind up being the end game encounter as a result of my brown nosing. Despite all the vanity and requests, the Gremlin actually has standards… Please, please ask Matt about the Gremlin Bag!

Overall

Matt’s campaign and world is unlike any other I’ve ever played in over all my years of the TTRPG hobby. The world is gritty, dark, captivating, and best of all.. organic. All of our choices matter, even seemingly insignificant ones, and have consequences unforeseen for potentially months. Our characters wear their scars and have definitely learned from them. Some of our choices have even resulted in gods being

winked out of existence and going silent. We find out about them later when the general populace has no recollection of the deity. How big of a ‘whoops’ moment is that for a player?!?

I have never been in a game that encouraged complete journaling as a collective either. Took notes here and there sure, but never told the whole story. The journaling of the campaign has been awesome. Matt incentivizes it and we all enjoy it. It keeps the players invested and gives us all reminders of the previous session(s) if needed. I feel it also gets the players more attached to their characters as they are detailing thoughts and emotions they had at the table in those journaled moments that get brought to life for all instead of locked away in memories. I know I especially enjoy the creative liberties in telling moments from my character’s point of view, oftentimes including pokes at others that carries on party banter. The world, players, and characters all become more organic in how everything comes together as a resultl.

I even feel I have become a better player and GM from playing in Matt’s world. I took the journaling aspect to other games as a player and the GMs really appreciate the investment. I have taken the heavy consequences aspect of Matt’s game and applied to my own. Players get that shock factor in the moment, but usually laugh and change their approach to situations the next time while mentioning a previous big consequence. The worlds and games need to have consequences, even sometimes as a result of the party succeeding at a current, dire mission.

Raise up that anchor and make haste, mateys! We’ve strayed too long in these isles and I sense a storm coming up. Many thanks to the treasure-laden team of Adoraith and his crew as they write more grand tales worthy of a sailor’s song. And if you know a campaign just as worthy as this, be sure to nominate it in the community forums for consideration and even a chance to win the coveted Campaign of the Year!

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May

Campaign of the Month May 2025: Nightfall

The 2000 year old Tengen Empire is in turmoil. After an abrupt and mysterious end to their fifteen year war with the magic-believing people of Midros, the Tengen Gods, the Taywa, suddenly face an even greater, almost unthinkable threat – insurrection within their own lands, led by new heroes ready to challenge their divine power and end their enslavement of souls. Join us in talking with GM alliedaines through the beautiful and fantastic world of Nightfall!

Feel free to tell us more 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 guys. My name is Alison, I live in the UK and have been roleplaying for what seems like a lifetime, but in reality has been around forty years. I love writing, pc gaming, my adorable husky and of course DMing. When I was in my 20s I went through a prolonged period DMing every day, but now, as online play requires a lot more work and I’m starting to feel my age, a couple of times a week is enough.

Did you build your Night Fall campaign on Obsidian Portal yourself? While building your campaign, what tools did you find useful? Do any of your players get involved in the campaign website’s design?

I have a great partner called Justin who is a musician and a developer. He helped me a little with some of the CSS but a lot of the background code used on the site has evolved over time through trial and error and hundreds of tweaks. I use AI art sites these days to generate nearly all of the artwork and other things like tokens I create or manipulate myself using Corel’s Paintshop Pro.

Many of my maps are made in programs like Wonderdraft and Dungeondraft. My players also love to create things as well, but as they work full-time jobs and play in other games, I do most of the site myself.

One of my players, Cate, recently used Suno to make a whole album of songs inspired by the party’s adventures (https://www.youtube.com/watch?v=Cby4zBjBfvs) and I myself created another album of songs for a musical town of Kenku that proved tremendous fun (https://www.youtube.com/watch?v=8AC6tLydHnU). Other players have created stories, in depth write-ups of their session 0s, assisted with the Previously on Night Fall weekly summaries and contributed art. It really is a collaborative effort and I am so happy to have such talented devoted players.

You’ve been running Night Fall with your group for over 2 years. Does your group, with your latest Chronicle (the 95th entry!) dating to March 10th, 2025, meet up in person or do you play online? Tell us a little more about your players and their characters!

We play regularly online using Roll20 and Discord, on a Monday night for around three hours and are all UK based. I think since the homebrew 5E campaign began, two years ago, we have only missed half a dozen weeks. I got to know my players first by playing with them in another game as I needed to know we were all going to be a good fit and I wanted them to get to know me first, my various foibles and sense of humour. It was still strange for them though as I did things a bit differently than other DMs they had played with. The biggest initial change was the amount of input I had on their backgrounds. They gave me a document outlining what they wanted for their character and I then took each of them, individually, through several session 0s of their childhood, teens and key events. I gave them families, friends, places in the world to grow up and we all relaxed into our respective roles. I have always felt like a character in a big campaign should feel connected to the world and NPCs in it and extensive session 0s help with that. The players immediately became invested in their characters’ fates. It takes a lot of work at the start, but it pays off long-term with plenty of content, mysteries and plot threads to explore.

I love to present the world as a living breathing place. Things happen in it regardless of whether the players are there or not and I believe almost every NPC should feel grounded to that world and alive, not just a sign-post for players to read and move on from.

The current player characters are Edlin (Cate) – a fey-cursed Living Spirit and Warlock of Valen with a Gloom familiar called Yarikh; multiclassed now as a Bard of the World Song. Nix (David) – a light-hearted Divine Soul Sorcerer, Torment (Neil) – a 3000 year old amnesiac war-forged sorcerer and Warlock of Skarkrux and Orel (Sarah) – a samurai paladin of the Taywa who is only around every other session and spends half her time as a ‘ghostly’ entity on another plane of existence.

Each of the players enjoys roleplay and piecing together things about the world and campaign. Sometimes they get together to theorise on what is happening when I’m not there. Which is crazy but they seem to enjoy it.

For those readers who haven’t yet read through Night Fall’s Timeline and the amazingly detailed Chronicles (Adventure Logs), could you give us a rundown on the story behind your campaign setting, and the events that are transpiring as your campaign progresses? In what direction, without spoilers, do you as the DM aspire to go with Night Fall?

The world is homebrew and fantasy with a hint of Eberron-style science and tech. When I first dreamed up Night Fall, I began with two premises. The first – the idea that everything in the campaign would revolve around events that had taken place during the previous Night Fall war, 1000 years before, then an event called The Long Night, 300 years before. And that these events, over the course of the campaign, would slowly reveal their importance to the players. Second – how the players themselves and the theme of lost memories would play a pivotal role in the unfolding story, with players and their characters piecing things together as they went.

The next idea that really appealed to me was this: What if at level 1, I gave the players access to an ancient powerful hybrid flying vessel, filled with magic and science, capable of travelling a 1000 miles a day, filled with several kingdoms worth of treasure and around 30 magical items left behind by the previous crew who had ‘died’ in mysterious circumstances? What would my players do with this? Where would they go? What would they discover and how could their actions influence the next Night Fall war?

Being a big fan of Julian May’s Many Coloured Land books I then incorporated her system of metapsychic powers, careful not to intrude too much upon the traditional D&D 5E rules. Then, as I am also a fan of the BBC Sci-Fi show from the 80s called Blake’s 7, I made the group prisoners, deemed criminals because of their magic, gave them the ship, the Ancient, and an evil Empire to oppose. And that’s kind of where it began.

There is a threat to the world – well, a few actually – but then isn’t there always in big campaigns? And each of the players has specific goals from their backgrounds to achieve. But overall, I like to think the core of the campaign remains: What are the characters going to do with their super-powerful ship? Where are they going to go and how involved will they become in world events?

We are now nearing our 100th session. A bit of a milestone, as I know many campaigns regrettably fizzle out, long before reaching that number, for a variety of real-world reasons. And we just concluded and are now in the epilogue of a major arc centred around David’s character Nix. The players often joke about how they thought they’d stop at the Dominion of Krel for a day, find Nix’s lost friends and then leave, but ended up spending a year there in real world time, around sixty sessions, and getting a bit traumatised in the process. Now that they have finally escaped again, it’s time to get back out into the world and have some crazy adventures. Well… until fate comes knocking.

Are there any specific sessions you have had that stand out in your memory as being particularly fun for you and your players? Feel free to add any pictures or links, as well as any feedback from your players.

I asked them and they said the following;

David – “I have 3 standouts that come to mind. The first being session 1 – the way the group met being VERY different to any other DnD campaign I’ve taken part in. How we had to work together to help some others, like getting Rain down off the cliff. I just liked how different it was to the usual meeting in a tavern or being summoned by some lord. Second would be the attack on the Syndicate. That was just an awesome experience stretching across multiple sessions and involving such a variety of skills being utilised. And the culmination of fighting Imada was great fun too. Finally, the battle in the city to kick the tyrants out and get the people to freedom. The use of a different system and bringing together multiple factions was so engaging and such good fun especially since I hadn’t really known what to expect beforehand.”

Neil – “Discovering the Ancient. And the eventual escape on the Ancient.”

Cate – “The first thing that came to mind for me was all our session 0s before we even started the main campaign. I know we did them individually, but I’d never done anything like that before. It took me from having a 1 page sketch of an idea for a back story to being able to imagine Edlin as a living breathing person and Tifa as a real place. There were even times I could smell the spring flowers and the mulchy scent of the woods. That grounding in my character and the world from the very start meant I was totally invested from day 1 and felt supported to role-play, as I had so much already to pull from.”

Sarah – “One session that really sticks in mind is session 73, which felt like a fairly momentous convergence of different storylines, especially in the rp afterwards, as we began to discover unexpected connections between our characters. Session 94, I am Krel, I really enjoyed for similar reasons, as well as having the opportunity for Orel to face some character-defining moments. I would also like to add the opportunities I’ve had to delve into Orel’s memories between sessions. They’re a great opportunity to flesh out Orel’s character, are always very compelling and completely above and beyond, since I had no expectation of anything like that happening when I first joined the game.”

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

First and foremost, Obsidian Portal just makes things easier. I used to build my campaign websites from the ground up but the OP’s tools and interface allow me to spend more time focusing on the actual story and campaign. I don’t have to worry about hosting or updates to things in the backend and can just get stuck straight in. I also love the search function. With a campaign as complex as Night Fall, I struggle to remember everything. The search function can usually pinpoint even an obscure entry in a page quite quickly, which is truly a godsend. Yes I would like to see additional things – such as the ability to click on images in a carousel and expand them to full-screen – but as it stands, the Obsidian Portal is stable, reliable, customisable and perfect for my needs. I love it.

As a final question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?

Hah. You want my pearls? I think my dog ran off with them. OK. Let me see

One of the best things I picked up in the last few years from another online DM was the idea of having a role-playing channel in Discord. I have a Discord server specifically for friends and players and whenever the players want to continue their rp outside of the session, we create a separate thread in the rp-channel to do so. This means the sessions tend to flow better and the players get to explore all sorts of aspects of their characters and NPC interactions during the week, at their own pace. Some weeks we have had half a dozen threads on the go, with more than 200 posts in each of them and it has really transformed the campaign. For a story-driven rp-heavy campaign, I cannot recommend this enough!

Finally, listen to your players. Check in on them regularly and ask them how the campaign is going. Leave any ego at the door. It doesn’t matter how long you’ve been DMing, there are always new and better ways of doing things, if you remain open to them. Be willing to change plans, shift gears and direction for the campaign. Remain flexible, open to feedback and take time to relax. Role-playing games are meant to be fun for everyone involved. So make sure you find a little personal nugget of joy in every NPC, every plot twist, piece of world history and reveal, big or small.

Love to the OP community… x

Alison Daines, Feistykitten, Kittenchops, Husky Mom and DM.



Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure June 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!

Award Winning!

Gold ENnie for Best Website 09'-11'


Silver ENnie for Best Website, Best Podcast 2012-2013
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