Concordium

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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The beginning

A day at Trader’s Way

Our likely heroes found themselves in the small town of Trader’s Way. A busy town that rivals another less desirable town across the bay , Lundaer. Locating the Inn where they are supposed to catch a ride to their next town for the Concordium, they checked in but quickly decided to see the sights and excitement of town. They discovered an outsider was murdered that morning, apparently by more outsiders. The townsfolk talked of strange lights, noises, and haunted mansions. The Mansion of Ulthar, was once a very nice home to well known alchemist that has fallen into disarray for the last 20 years or so. A few have searched the grounds but most stay away from the haunted territory. This seemed to perk the interest Weedrum and Alden, who quickly made their way out of town. They brought along another Concorduim recruit, Bodin, a wandering druid from a far away land. They discovered the ruined and over grown grounds of the mansion of Uthar, and are ready to investigate.

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A Casualty in the ranks

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The Adventurers made their way into the old mansion and quickly realized this was more then just an empty and neglected house. A booming voice warning of doom, large insects, and encroaching goblins were only the vbeginning.
Weedrum, a careful and cautious adventurer, succumbed to a cloud of yellow mold in his attempts at searching for some left over or forgotten treasure.
The remaining adventures decided at a hasty retreat, they left Weedrums corpse in a cloud of yellow spores, dead on the second floor. Realizing the warnings from the townsfolk were probably correct, none have ever returned alive from this awful place.

They returned to Traders Way and stayed at the Green Mermaid, deciding it was best to wait for the Concordium contacts to arrive and take them up river. They drank and swapped stories with the locals, adding to the legend of Ulther Mansion.

They finally met their ride up river, the crew of the small but hearty Gypsy Queen. Run by a one legged dwarf known simply as Red. Put to work they quickly sailed up the Qanti river, and were shown the dangers along the rivers edges.

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Arriving in Homlett, they easily spotted the Concorduims tower rising above the small village. They quickly went to the compound and met Burns, the leader of the location. They were immediately tested for their abilities and skills against Rufus. A tall armored man of few words. They all seemed to pass easily enough, except for Alder who had to really show is extra abilities.
p. Burns was delighted at the newest initiates passing and set them on their first easy assignment. A local band of brigands had supposedly been seen around the area, probably trying to set up a camp in the old abandoned moat-house, the initiates are to clear out the moat-house, of brigands or whatever other denizens had moved in.

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Seige of the Moat-house

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The Adventurers quickly went into the town of Homlett to make a few trades and find a few drinks before their first mission in the morning. They met the rest of thier party, and took the time to relax at the Inn of the Welcome Wench.

The following day they marched out in search of the moat house, where supposedly brigands had been spotted after robbing a few travelers on the roads. After spending the entire day hiking they finally came upon the would be moat house and decided to make camp for the evening. They were quickly surprised by a small group of large and very hungry frogs.

They hoped to have better luck in the morning and surprise whoever or whatever they find in the Moat House.

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