The Dungeoneers of Dungeness Dungeon

Second Session
Run from the Dungeness Dungeon!

In this session there was much grumpiness and combat and treasure, so much so that the group decided they only really needed to explore half the dungeon and could return another day (or never). Things were going along quite swimmingly until the wizard of poor combat choices (filthy arcanes!) decided to light herself on fire and retreat from combat. Lucky there was full-plate, which was wrapped around a dwarf, that decided to soak up all the damage from a pile of toothy-blood-jello. meanwhile, the Drubbus and Tessara poked inquisitively at the toothy blood mash until it stopped moving so much (and there was much rejoicing). The players decided to rest in the dungeon here, and while they heard things in the night, the things in the night did not hear them (or more likely just didn’t care).

Then there was an encounter with a strange zombie that decided to wrap itself in toilet paper or linens or something. Anyway the creature fell to swift and prompt stabbing despite its wish to spread its message of hugs and love. The players eventually did try to help the creature by healing it as an apology, however the zombie was allergic and crumbled to dust.

It was about here that the players took a mighty interest in doors and trying to open and close them. when they found a door that would not open they decided to go around after much pushing shoving and kicking. in that room they found a magic mirror that they decided was the objective of their adventures, and the dungeon believed it too because they were promptly attacked by low level monsters that the party mercilessly executed.

Awkwardly carrying a wall-mirror down the mountain side the party stopped for the night and apparently in the path of a midnight stroll of a Cyclops. As the wizard continued to cast spells to dubious effect and indirectly causing repeated near death experiences for Tessara (which resulted in having an awkward conversation with their maker). However when all was said and done Drubbus ‘McStabstab’ Gubjub horrendously wounded the beast while others attempted to finish it off. It honestly would have ran away if people were not so bloodthirsty to kill these large and misunderstood giants who want to eat people, but fate is cruel.

So the characters return to the town of Dungeness, richer, probably not wiser, and quite unlikely to ever return to the Dungeness Dungeon ever again.

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First Session
Dumb and Dumber and the Terrible Trap Tyranny

In this, the inaugural session, all players have managed to avoid death. Apparently that is an accomplishment and it only required some deus ex austin-a from a surprise guest player!

After two days of travel, and a stupid-endus encounter with a pair of Yellow Musk Creepers, the party has arrived to the secret dwarven entrance to the Dungeness Dungeon™! After stepping inside they immediately triggered a trap and then realized what they were in for. Apparently this dungeon was created by the same architectural theme that designed Sen’s Fortress in Lodran. So after several more traps they austin-tatiously met a set a magical plate armor sized like a dwarf. The plate armor calls itself ‘Valen Durenheart’ and claims to be a Dwarvern Cleric who was ‘lost in the dungeon and decided to not proceed further because of all the traps.’ Well, after this ‘plate-maile cleric’ joined the party and then they encountered two additional traps; causing the cleric to maybe wonder if this party will meet the same fate as the last one.

Already deep into this dungeon, the party will continue next week and maybe even clear the place out. More likely they will die after a particularly dangerous encounter with a troll and then getting hit by arrow trap.

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Generally Gentle Generation

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Stuff for players!

- Be 5th level, not fourth (unless you are proceeding to fifth), not sixth and seventh is right out!
- Play a normal race… unless you are Grant. If you are Grant, just don’t be a furry.
- Have a reason to go into a dungeon and work together/ not kill each other.
- Try to roll things randomly as much as possible. That’s totes my
~ A E S T H E T I C ~

Stuff for DMs!

- procedurally generate everything.
- make a :
– world map (in hexagrapher) DONE!
– write world traversal rules (a la Matthew Colville) DONE! (ish)
– write basic world info stuff (and procedurally generate the details) umm… hold on a minute
- Generate a butt-ton of NPCs for random shit that will happen (I’m doing this).

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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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