Strange Seas - Stranger Lands

Dwain Rescue mission Part 2
a Warehouse slaughter

Warehouse slaughter

Last time we saw our heroes, they had finished clearing all the traps in the mansion and found a hit order on Dwain and a prototype compass that Dwain invented.

It was early in the morning and Oz, Corrion wanted to go look for Dwain down at the train station since they found his part of the workshop in disarray. And it looked like a crime had happend, but as they looked outside the building they saw a couple of street guards. But they still took the front door anyway. Meanwhile Magenta had flown up in the sky to spot where they had gone to. (but only told Oz and Corrion) Meanwhile Gilbert had made a disguise to Oskar and created The Pillow man.

Corrion followed Oz through the front door who had just been recognized by one of the guards. Shortly after the guard had alarmed the other guards in the area and they where coming closer, Oz and Corrion tried to make their escape, meanwhile PILLOWMAN (Oscar) and Gilbert took advantage of the commotion that Oz and Corrion had started and walked the other way to look for some food.

After Oz and Corrion escaped the guards, with the help of Magenta’s fiery personality they where then on their way to where they though Dwain were being held, but stopped someplace to get some food while magenta were off scavenging the city for any type of food (dumpster diving, and fighting ally cats ((and eating them)) ) .

After Oskar and Gilbert had eaten some breakfast they went back to the workshop and were greeted by a girl who introduced herself as MoregenMoregen.

Moregen had a conversation with Gilbert, until Oskar began to intimidate her and she quickly retreated. Oskar and Gilbert then when down to the address that were written on the hit order.

Oz, Corrion and Magenta had arrived at the warehouse that Dwain where supposed to be held capture. Oz used his magic to locate Dwain in the warehouse, and told Magenta, and Corrion where he was held. Magenta wasted no time punching a hole in the wall to gain access, once inside Magenta went for Dwain in one of the office rooms, mean-while Oz and Corrion overheard some of the people talk about how the cargo had been handed and where the rest of the order were. One of the 2 main people that were talking was a woman with a glove with a skull on it. There was also a snake woman hiding under a cloak. Not long after Gilbert and Oskar arrived at the warehouse front door, they started disposing of the band of criminals. The woman with the skull cloves escaped and the snake woman headed over to a giant war-bot and activated it.

In the middle of the fight between Oz and the snake woman, Moregen appeared and ripped the snake woman’s heart out instantly killing her, and then aimed to take Oz’s soul lantern. But Oz managed to avoid her and make his escape to here Oskar was. After Oz had fled the battle, Moregen disappeared failing to steal the lantern from Oz. Meanwhile Corrion and Gilbert where fighting the war-bot and had damaged its ability to move, Magenta had rescued Dwain and taken him to a safe place, she then flew up in the sky and hauled down towards the war-bot and manage to take it out with a mighty strike.

Until next time.

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Trouble at the dockyard

Last time we saw our brave heroes, they had triumfen over the bounty hunter and here mechs, but soon where to fight a more dangerous foe. Oskar got possessed by a spirit that Oz wanted to help but did’t want to do what it asked of him since the flesh suit it had stolen wasn’t its own,

so it first tried to poses the bounty-hunter.. that attempt failed thanks to our hero of time… then the spirit set it’s sight on poor simple minded Oskar…

Our group also made a new friend, a young man Gilbert Ferdinand who Magenta saved from falling out of an airship.

Oz was fighting with the angry spirit, . Meanwhile Dwain still trying to fix one of the mechs that the bounty-hunter brought with her and demonstrating his social skills by telling Gilbert to keep helping him and not worry about the others.

But Gilbert decided to see what was up with those strange sounds that came from the hole in the warehouse wall, only to see Oskar getting possessed, and start attacking Oz. Gilbert made his way to the bounty-hunter, who was trying to get away from the fight by slowly dragging herself away. Gilbert made a deal with her, that included her helping restrain Oskar, and thereafter she would then be free to go.

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A Carriage ride of horrors
- high speed landship chase
Cleaning up the mess

The day starts off at the ruined embassy where some of the heroes rush out to gain the necessary medical attention. Then some authorities show up to arrest the intruders and WRONGFULLY commandeer the heroes precious Landship. Witch result in a bloody chase.. (Shots , stabs , mind invasions and several other crazy fighting related events)
and a very messy carriage returns to the embassy. Where the last of our heroes now seek medical attention.

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The Adventure of the deeps
a Dark Dark hole...

descent into darkness..

The day starts off with a arrest of some of our heroes..
later on a meeting in a camp surrounding a huge dig site.
they are told about a missing exploration party that the local “law engforcement” order the heroes to investigate further.
as the squeaking old cart is lowered into the darkness the party starts to doubt weather is was such a good idea. They follow a path with un-lit torches , to a subterranean city .. and the path ends up in a small camp site with bullets, strange footprints and some dried blood. Exploring the underground city with huge stone houses they end up on a roof on one of the buildings.
the little dragon gets the impression that the pale figurs cocooned is trapped and tries to free them. And it turnes out freeing them wasn’t such a good idea.. because not only are the pale figurs unfriendly … they also start to attack the heroes.. minut by minut , wave after wave more and more pale figurs attack the heroes forcing them to jump to another roof.

investigating the city further they discover a room with a crystal in the middle. Touching the crystal reveal a “magical” map with many dots on it.
following the dots the heroes not only notice large spider webs between some of the buildings but they also see the largest building yet… so they off coarse enter. investigating the building reveal a trap guarded large laboratory with many strange technical/magic items.. and some large glass tanks. In one of the tanks they discover an old pale man trying to get out of a tank that he is locked in. The team gets Dwain on the case to solve the technical mystery to open the electrical/“magical” lock keeping the old man.
after freeing the old man he runs over to a control panel and starts typing something and then runes off, and narrowly escapes the heroes in pursuit after him.

following the stairs up to a room full of monitors the heroes run into a small Asian girl, who puts the meathead Oscar in his place after a very short fight. Clair explains the situation and shows the missing girl from the exploration party on a monitor , and further elaborates that the building is set to blow up in the next short while..

ignoring that advice and convincing Clair to help rescue the girl
the heroes run down to the room where the poor missing girl is starring into a mystical magical crystal.

a big fight breaks out between a dark necromancer/shadow mage , and his minions… the little dragon manages to RIP .. physically rip the darkness away from the girl. And the evil shadow necromancer gets absorbed into the lamp of the teams very own GOOD necromancer.

a sprint for survival ensued and the heroes rush out of the darkness and deliver the girl to the general and his men, and gets the “pirate charges” against them gets “looked the other way” .

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A Night of Science and Goblin warfare
Did you remember to lock the front gate? ...

A curious Day..

the day began with the heroes following the caravan into the castle, in the castle they found a festive party afoot with lights and delightful food. They where then all announced accordingly and found the company they wanted to keep for the evening. The big event of the night was a reveal of a test-tube steroid looking man!!

soon after a sleazy servant tells the lord of the manor about a imminent goblin attack.

the goblin fight explodes in blood, guts and holes where holes are not meant to be..

the heroes ends up with exhaustion and a need for hospice care, and a courtyard filled with goblin corpses..

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En Fornøjelses-Færd
Ombord på Den Drømmende Prinsesse

Historien starter med vores helte højt over verden i Himmelhavet, ombord på Den Drømmende Prinsesse – et glamourøst krydstogtsluftskib, med mange vigtige personligheder ombord.

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Welcome to your campaign!
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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.

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