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.

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.

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

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.