Warhawks of Venture

Welcome to Venture City

We start our adventure mid-morning in Venture City's Eastern district. It is here that Simon Strange has set up shop, Jeremiah Locke and Clyde Keye have found a cheap office for rent, and Ernesto Valiente finds the easiest marks. It is also here that something awakened beneath the streets below.


Just as Locke was taking a sip from his morning coffee and Keye was biting into his doughnut, a large mechanical hand burst up from the street! The two were generally unphased by this development, citing having seen worse in Vietnam, until a second hand burst up shortly afterwards. It was here the two decided to take action. Locke got to work clearing out the street of pedestrians while Keye tried to climb the now emerging head of this giant metal monstrosity. The surface of the robot proved to be too slick for any handholds and while Keye slipped off to the mech, Simon made his dramatic entrance, transforming his motorcycle that he was test riding into a mechanical suit complete with a very large hammer.

Locke put his supernatural good luck to use calling the robots attention over to him, but always staying just out of reach as Keye discerned the weakpoints of the now emerged upper torso. Keye passed this information along to Simon, who used his mighty hammer to cripple the robot's movements. Ernesto, who had been robbing an electronics store nearby and had taken to watching the unfolding mayhem, decided now would be a good time to join the fray. Using his teleporting powers, Ernesto built up enough momentum to shred the robot clean in half, stopping it from completely emerging from underneath the street and from no doubt causing countless damage to the city.


Locke and Keye remained on scene to give their reports to the local police, having finally arrive. Locke also tried to figure out the mystery behind the symbol, a gear with an arrow through it, on the body of the bot, but either lacked the time or resources to truly unwrap that mystery.  As each of the four returned home later that day, they were all greeted to an envelope pushed under their doors. Inside each was a small decide that, once activated, relayed a message from a young woman who expressed interest in meeting the four to discuss the heroics the exhibited earlier that day.

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.