Derarzt

Journey to Sitnalta
on the ocean

The Party retrieved the power source from the strange craft on Wuponi Wu. The Ape king was more compliant after spending a day trapped in rock. The Crew and adventurers were allowed to leave peacefully. Sailing on the tide Archer and Pholx finally revealed the plan they were pursuing. In the hold a large metal cylinder was wired into various parts of the bottom of the ship. This ancient device still worked and would allow the ship to sail through the clouds. He believed the ancients used such devices regularly but the knowledge of how to build them had been lost. Phlox has been able to mostly repair it and even get some small functionality out of it. Osfrid had taken to spending alot of time in the workshop with Pholx and was pouring over an ancient tome he had found on a previous adventure. An attack by an Aboleth that was controlling a couple of Saughagin and dolphins took the crew by surprise. Karamon and Shu were controlled by the beast and took a heavy toll on the group before Eberk was able to dispel the charm. The adventurers were able to dispatch the horror though when the battle ended Phlox was dead. A pall settled over the ship as the crew cleared the corpse and prepared Pholx’s body. Eberk was able to preserve the body of the Dwarf though at a cost to his own powers. As the ship approched the edge of the Maelstrom no one can say what they will find.

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Clash of captains

The group goes to the Enterprise to meet with Captain Archer. When they arrive at the ship they are greeted by a standoffish elf that identifies herself as Archer. Feeling like they are being decieved and getting no where with the elf they decide to head to one of the local Rum Boxes the Yanked Cup. Eberk Dankill pays service to his god as the rest of the party try to gather more information. They find themselves in a bar fight after Osfrid the illusionist annoys one of the patrons. Tuvok, who is the lead mage on the Voyager. Some quick action by Eberk and Shu avoid a bloodbath. They learn a bit more about a Feud going on between the Voyager and Enterprise. They meet Phlox the Cleric and ships carpenter on the enterprise. They do speak with Archer and are invited to dine with the captain that evening to discuss passage and a possible job the captain may have for them.

They go to meet Lady Tiona to pickup some clothing commissioned by Cliona and learn even more about the Ships. Voyager is a hevily armed merchant ship relying on its size and weaponry to defend itself. Her Captain Janeway is a law abiding trader that runs a tight ship. The Enterprise and her Captain relying on its speed and cunning to run whatever cargo needs to be moved. Though despite the ships speed and known routes had been staying away from the island for longer and longer periods of time within the past five years. She believes the captain to be on a mission of some sort. Lady Tiona definitely has a soft spot for Archer.

That evening they meet with Archer and his Crew for dinner. T’pol greets them at the gangplank and identifies herself as the first officer. The rest of the main crew is gathered in the ward room. Phlox, Tucker, Mayweather, Daniels and Reed the The mage and old frind of captain archer. After the meal Archer reveals his relationship with Captain Janeway. She blames him for the death of her daughter. Apparently after they were married she was killed thought the details are not entirely clear. Archer says he needs a vial filled with the tears of an angel to bring his wife back and would like the party to retrieve it for him.

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Civilization again
Arrival at Agutrot

After spending some weeks resting and helping the Wuponi with rebuild their village the adventurers hit the open sea to try to get back to civilization. After 2 uneventful days they finally make it to the Port town of Agutrot. After finding lodging and enjoying the hospitality f the local people. They meet the rather popular Captain Archer. Though only briefly.

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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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