Erith-Akbe

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.

View
The Pheonix Labs MIssion

The Adventure began at the ESO, (Erith-Akbe Security Operations) with a mission to inspect Pheonix laboratories for a weapons contract. After finding their gear and setting out they arrive at the lab. The head of the lab Tyndus Clickbang invited them to test the new Storm-tech casters (the first electric gun) After blasting several test dummies to smithereens a alarm began to sound and the security blast doors began to close. Urist, the muscle of the party quickly rushes to the door and holds it open just long enough for three members of the party to slip under. After that he buckles under the wight but manages to jump aside without fatal damage.
Unfortunately the party now realizes that the trouble is inside the lab and that’s were they should be as well. After some thinking Thindo the tinker reroutes the failing power supply to the door and opens it for a time, letting the party enter. Now, trapped in the facility Thindo the tinker Urist the fighter Fallcist the specialist and Faylinn the Illusionist set out to resolve the mysterious loss of power that accompanied the alarms.
While traveling through the lab the party discovered assassins of some sort. They turned out to be Svirnebli, the gnome and dwarves worst enemy. After dealing with them the party continues and overcomes a trap set for them by the Svirfnebli in the form of a set of lock down doors and proceed to the crystal room. There they encounter another Svirnfnebli who turns off the crystal damper and activates all the crystals in the crystal lab, Chaos ensues and it’s a while before the damper is turned back on, by that time the Svirfnabli has made his escape. The Party then found the remote access to the generator and discovered that someone was taking down the security protocols on the new storm-tech generator. Fearing an explosion the party rushed through the next room using a fog canister to get past an escaped quagoth and enter the generator room. A battle ensues as the party finds a Svirfnabli psion attempting to sabotage the generator. Thindo attaches his caster to the generator and uses the extra power to defeat the psion and his henchman. Then the generator is finally stabilized and the mission is complete.

View
The search for Sgt. Galthron

Continuing the campaign our favorite ESO Operatives were called in to assist with a missing officer. With only a cryptic transmission to go on they triangulated his position, but before setting out they had a problem to deal with. The ship that attacked Galthrons had a cloaking device unknown to the ESO. They did some research and they found that someone had removed all the books on cloaking devices from the archive.
The perpetrator was a well known scientist and crackpot living in a strange house bolted to the cave ceiling. Negotiations went well by RPG standards. (No one was threatened with bodily harm…more than once) The slightly eccentric dwarf was coaxed into revealing information and he detailed how such a device was possible and how to track it. He even went so far as to lend them a devise that would pick up the “subliminal resonance frequency” and thus lead the to the source of the cloaking device.
The party took an ESO launch to the location they had determined and found a strange ship that immediately open fired open them with a ballistae. A battle ensued and Fallcist the pilot lost control of the launch, jamming the steering. The ship went careening towards the strange vessel and with some effort pulled up just over the bow. Most of the party opted to bail out onto the enemy ship but Thindo the tinker stayed on to fix the steering. Unfortunatly his attempt failed and he barely bailed into an abandoned estate leaving the ship to crash into the cave wall.
Those who boarded the enemy ship were in for just as rough a time, facing a ruthless crew. The two crews battled at length until Urist the veteran fighter joined the fray and defeated the opposing captain. Finally the ESO won out and the party was free to search the ship
In the hold was a strange device. The one that had been used to hide the ship from ESO eyes and scanners. Unfortunately precautions had been taken and the device was heavily sabotaged, A mechanic who was disenchanted with his boss spilled the beans saying that Sargent Galthron had been taken away to a secret base when the ship had sustained damage to its propellers during the initial battle with Galthron.
Following tips and the subliminal resonance frequency device. the party came upon the secret base. with dynamite and determination the crew blew open the disguised hanger doors and burst into the dry dock. The inhabitants had been alerted before hand and had evacuated leaving an empty facility. Searching for Galthron led them through the base and they were faced with a strange lab. Animated waxy failed experiments attacked them and they had to break through with fire and ice beams, melting and freezing the wax beings.
Finally the party found their goal in a cell in the back of the base. The kidnapped officers. But strangely Galthron was not there. In his place was a strange transmission… to be continued.

View

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.