Ambria: The Promised Land

Mother Mehira's Agency
A foothold in Thistlehold

Upon gaining entry to the city of Thistlehold.  After they hawked their spoils of war, Cruniac and Philo were waylaid by some alleyway thugs.  They fought most of them off and took one prisoner, who spilled his guts about their boss’s whereabouts.  In an act of vengeance the crew ambushed the small-time crime boss, killing him in his home and taking his valuables.  
In search of more honest work, the crew applied for membership with Mother Mehira’s Agency, a Thistlehold mercenary guild.  The crew passed their preliminary tests with flying colors, gaining a moderate level membership with the guild.  

The Crew Assembles
Trouble with the dead

Fleeing a Karohar incursion on the village of Westend, the party found themselves with the surviving refugees, stranded outside the city of Kastor.  Once it was clear the refugees would not be allowed inside, they pooled their resources for enough food to last a journey to the Blackmoor camps.  
After a week’s journey, the refugees came under attack by a host of strange masked men.  The figures appeared out of a mysterious fog and began dragging the refugees into the darkness.  The party fought to save the refugees, but many were thrown into a barred carriage fleeing the battle.  In an attempt the rescue the captives, the party sabotaged the carriage and engaged the masked kidnappers. During the fight, a strange horned figure on horseback appeared. Wielding dark magic, he began sapping the life of the captives and then the party.  The dark revenant fought fiercely, beating down several of the party before finally being felled by Philo.   
The few remaining refugees continued their journey until finally reaching Blackmoor.  After seeing them safely to the refugee camps, the party made their way to Thistlehold in search of more profitable work.  

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.