Game 26

The Westsands city adventurers and their company continued their trek north following Ùller's tracks. After a light snack, they set off on the beaten path. Alphonse finally asked the aging pyromancer's name: Agatha. By lunch time, the group stopped by a little hill to rest. No real vantage point was available form the top, but an entrance revealed that this hill was in fact a ruin was found by Meyamo.

After some quibble with Ixia for the sword, they both go in. It felt eerie and Ixia "felt" some distortion from what felt negative energy in her field of "vision". She instantly declined going any deeper, leaving Meyamo with Alphonse and Valeran for companions, the former using a burning branch as a torch. The ruins were a series of tight corridors, leading deeper in the ground. Going beyond the brown patch of negative energy, the three of them were attacked by shadowy creatures. This were mostly made out of arms (more than 8!) that could extend and stick to surfaces to move the creature around. At the middle of it, some sort of core. Quickly Alphonse discovered that they were very afraid of fire and scared one away. The other was cut and shot down by Meyamo and Alphonse, the former squashing it with his shield.

The dungeon itself was of impressive craftsmanship, as evaluated by Wale. The main way to the right led to a chasm; the left to what seem to be the top half of a spherical room. A ledge wound up to a higher level. Bisecting this ledge, a series of pipes formed a ladder going up and down. Alphonse headed up while Meyamo and Wale waited. Climbing up, the wall started closing in, completing the sphere. Being the daredevil that he is, Alphonse kept going on the monkey bar in what was now pitch black darkness. At the apex of that sphere, there was a gigantic sphere, going down the diameter. Alphonse kept going up.

Throwing his last yellow rock, he found that around the top of the chain was a landing. Exploring that top floor, a door with botanical outgrowing found and a metal panel with two heavy wheels by its side. The wheels couldn't be spun by Alphonse alone. He kept exploring and found what felt like a heavy metal panel with some topography and two pipe-like holes. Two set of stairs brought him back to the top of the ledge going around the spherical room.

Meyamo went to recruit Ixia's help to radiate light from her two-handed sword. After that, he joined Alphonse in his downwards exploration.

This section has been written 6 months after the adventure, made up of blurry memories

The adventurers solved a puzzle involving water pumps. Two of the pumps were activated thanks to Ixia infravision. The water gathered at the bottom of the silo-shaped chamber and triggered the opening of a door. Behind it, a great pentagonal hall with four doors. The first door to the left lead to an oddly familiar altar. It was the same that we discovered under the Clap Mountains. After giving Alphonse back his sword, Rad Man-thus, (He lost it against Malboro), He explained ow satisfied He was with the pact he made with the adventurers. He added that these shrines are usually built to seal evil: here there are 3 or 4 Ancient Ones. Alphonse asked Aro about the Haunted Pyramid that the adventures camped at a few nights before and Aro answered that Omu would tell them what to do with this.

Taking his leave, Alphonse then headed to the next door on the left. In the second altar room, the Altar of Éli. That altar was a large marble column and as Alphonse got closer it, it seems like the altar wouldn't get bigger as Alphonse approached. Perspective was twisted for Wale that stayed by the door and it looked like Alphonse was getting smaller. Éli was short on patience, but still gave the adventurers his benediction, whatever that entailed.

The third room was indeed Omu's Altar chamber. His altar was made of was seem to be a great column made of small metal sticks. The room was filled with cogs and wheels and scales that moved by themselves, all in one complicated machine. Omu understood our question and told us that to prevent the end of the world as we know it, the adventurer MUST enter the Haunted Complex. He also said that he should show us something as it helps the world, in the probabilities he calculated. The metal sticks animated themselves: there were infact robotic arms. They deployed what modern people would recognize as a tube TV and projected an image of an older, taller Alphonse, wielding Rad Man-Thus and his straw hat, entering a grate. He said that this vision should occur for the world to be saved. Lastly, another arm extend and gave a mysterious metalic cube to Alphonse. The adventurers were then told to leave.

The last Altar room was locked. Alphonse, out of curiosity, applied the metal cube to the door. It activated itself: arms extending and drills piercing and it opened the door. Alphonse and Wale a very bad feelinga bout this: had the freed some form of Evil?

Instead of entering this room, the two of them gather the arty and left back outside. There, he retold that story to Gleydys, Salam and Agatha. The three of them agreed: the following day they would have to go back to seal that door.

Game 25
Trio of the White Flame - Part 3

Ibrahim, Gleydys and Salam start their day tracking the [[Bandisla : large white deer]]. All three of them dig in their minds looking for any knowledge in history, symbology or nature concerning large white deers, but they can't seem to have any pertinent information about it. Their curiosity piqued and having no other clearer way to go, they follow its tracks. The three adventurers were lead to the entrance of a cavern. Hoping for a shortcut down the cliff, the enter the cave.

Lit by Ibrahim's rapier, they manage to make it to a much larger room. Natural lighting enters through the cracked ceiling. Before them lays a peaceful but otherworldly scenery. Grass blades of red and blue sheds grow around a pool of water created by the condensed fog humidity running through the cave system. A small island sits in the middle of the lake. There stood the deer.

A voice speaking an ancient form of [[Vörke]] echoes through the room. Initially the trio wrongly assumed it from the deer. From this disembodied voice, they quickly understand that they are not worth Ima's time. Although Salam seem ready to gather venison, Ibrahim reassures the party: this creature is sentient and can be hence dealt with. Addressing the disembodied voice, he argues that they want to pass through this lair, without any altercation. Surprised, Ima allows for it asking Brandisla (the deer) to lead the way. Thinking back on history, Ibrahim identifies its kind as one of the [[Rhad-man thus : creatures predating the cleansing]] by the Saviour. Gleydys, silent but clearly in deep reflection this whole time, concludes that nothing but a crusade against this form of evil is needed, as it radiates in the mountain, causing the dangers and disappearances.

Finding a path outside the cave, the party makes it back on the main road and they managed to save three days by using this shortcut and the old man's; a good things since rations are running low. The travels goes without problem for a few days. One night, as Gleydys was making earring exercises, dagger-sized needles start raining on the camp and one of the perpetrator tries to enter Ibrahim's tent and a fight breaks out. It's difficult to identify the creatures attacking the camp: from what is seen, their are very small, invisible, but their daggers can be seen. They also have the ability (whether it's technological or arcane) to create fire bombs from pine cones. The three adventurers are victorious, but Ibrahim's tent is almost completely burnt during the fight and two of the group members got poisoned from dagger-needle wounds. There is no time to investigate these creatures. The party recuperated quickly and drop their plan of foraging from tis unseen menace as they ride int he morning.

Game 24
Healing and The Woods

Summary of events

Following the Morbol attack, only TODO: Content Not Found: Mellamo_, Content Not Found: Ixia_ and Content Not Found: Gleydis were still standing

All wounded members of the exploration team were brought back to the [[Pilgrim's Altar|Pilgrim's altar]] to heal

After 3 days, Ùllr leaves ahead for [[Greenhill Watch]] to catch the caravan, the party follows his steps two weeks later

The first stop was where Ùllr had an altercation with [[Triceratop | triceratops]]

The second stop was a Zygurat, entrance to the dungeon were the Pyromancers are sealed.

  • According to the old lady, they were crazy/possessed and started killing each other. It is better sealed.
  • To open, one must bring the fire atop the Zygurat.
  • During the day getting there, Iluvmselftday was bit by a Ballon de Football and was left in the forest with feed

The third stop was by a river, where Ùllr  fished and left us a makeshift rod.

Before the fourth stop, Ùllr was skirting the edge of the Dark Wood. After carrion crows circled his head for a while, something snatched him inside the woods.

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Character Creation
Setting exposition
Beta testing #2
Wild, Grey and Young
Beta testing #1
Lightning and Solstice cause the Apocalypse

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