The Scarred of Amara

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.

Return Home
5 years lost in the hut

The group emerged from the hut with a new friend, the daughter of the witch. 5 years had passed and Darkain tried to kill the familiars that were waiting for us. His essence was trapped in a hell like plane while we destroyed the witch.

Our magic items had been made mundane. With no magic weapons, armor, or items, the group found itself in the cold and unsure of where they were in the world. After dispatching of some dire wolves, the group made camp and turned the hides into winter linings. The group found where they were. The shocking discovery was the leveling of the summit of Mount Siraga, the highest peak.

The group has rested and tried to learn what they can from the witches daughter. She has amnesia but can still cast a magic missile. The group must move on and try to return to Windshear to see what has passed in the last 5 years.


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