The Engine of Eternity

The Vortex, Part One
Data 002

The party consists of:
Marquoto, a graceful Jack who explores dark places
Satha, a Clever Glaive who masters weaponry
Dantos, a Mystical Nano who commands mental powers

Deymish, the skiff captain, has sent the party to a remote village called Jutte to retrieve an engine coil for his ship. The party reaches Jutte to find it a sleepy village of less than 200 people – however the contact that Deymish had the party seek appears to have left the village a few years ago. Dantos is convinced into purchasing a ruined portion of tubing for 10 shins, believing it to be a phase weapon “from the spirits.” Seeking the elder, Graelle, the party discovers that two bizarre events have occurred recently – first, there is a strange creature living in the lake, and second, a group of robed people came to town recently to buy supplies and then leave.
Curious about the lake, the group goes to the shore only to be attacked by a strange beast that manipulates severed head on 4 silvery tendrils while it attempts to crush Marquoto with a pair of claws. Satha makes quick work of the beast. The party heads further away from Jutte and discovers a strange object in a stream bed surrounded by dead animals. As they are investigating it, the group of robed figures arrives and are not interested in conversing with the party. Marquoto applies a strange, stinky, salve and charms a female member of the cult, but they are allowed to perform their ritual – sending them inside the structure, which quickly vanishes a few minutes later. But, a pack seems to have been left behind – inside, a map and notebook is found detailing the spots where the structure will appear. The next location is nearby to the parties location, and will appear in ten days. The party heads to this designated spot and is surprised to see a strange woman, emaciated and scared, leave the structure and beg assistance for her sister. The group takes her control rod and enters the structure, only to find an enormous elevator. Descending, the group moves through a path of oddities and trinkets, religious offerings and candles. Using a dissolution paste, the group breaches a massive door and finds themselves in a chamber…complete with living quarters.

The Nightmare Switch
Data 001

NightmareDome.jpgThe party consists of:
Marquoto, a graceful Jack who explores dark places
Satha, a Clever Glaive who masters weaponry
Dantos, a Mystical Nano who commands mental powers

The party has been assisting Deymish, a captain of a skiff that navigates the canal system in Sesharr. Stopping in Redstone to deliver medicine to combat strange sleepless nights plagued with unexplained dreams, the party finds the Clave not accepting visitors. Tricking the guard at night, the group makes their way into the tower to find it deserted – it appears that the priests left and headed into the desert. In the desert, the party discovers signs of pitched battle outside of a strange dome. Inside the dome, there is a greenhouse teeming with life, as well as a melted control rod – the priests are nowhere to be found, however. This control rod matches a more detailed dream that Satha had upon arriving in the village. Following the tracks of the marauders, the party finds an abhuman outrider acting as a vanguard for a larger group. After slaying the creature, Marquoto uses a suppository that allows him to speak with the recently departed. Continuing, the group discovers a camp of abhumans a few hours ride from the dome – a pitched battle ensues, and the group recovers a device that matches the destroyed control rod, as well as an artifact that is able to shoot bolts of lightning.
Returning to the dome, Satha repairs the device. The party returns to Redstone, and boards the skiff to continue their travels

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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