Eberron 5E

Wyrm Party

The party figures out how to get the worm out of the peon. 

The party is faced with a decision on what to do.  The options include: holding off on getting more info on the worms and instead focusing on the Emerald Claw; going to Sharn to find an artificer who can help; going to Zilargo to find an artificer who can help. 

Narissa summons Ripheus. Ripheus invites party to come with him. The party meets Aldric, the deathknight of a powerful lich. Aldric offers cooperation with the party in order to end the threat from the worms and bring the King back into the fold. Kay'ven and Drego refuse outright. Ripheus, Grakak, and Dr. Feelgood would like to hear them Aldric out. Most of the party leaves the conversation. Ripheus remains. Ripheus and Aldric discuss the threat and how to achieve his goals and the party's goals as well. Ripheus does not explicitly agree to cooperate with Aldric but does not refuse either.

Ripheus and Kay'ven argue about the possibility of helping the undead. Kay'ven disassociates himself from the Librarian. Kay'ven cannot, morally, aid any undead. He has shown a lot of compromise so far in how he interacts with some undead, but he cannot go so far as to help a powerful undead force achieve its goals. Ripheus is dismayed by the conversation due to Kay'ven's unwillingne/s to see the threat from the worms (acting as the Quor's interface into Khorvaire) as greater than the threat from any undead.  

Dr. Feelgood and Grakak go to see the king. Dr. Feelgood informs the king about the conversation with Aldric. The king pays Dr. Feelgood an advance, and tells him to aid the party. The king reveals himself as a vampire, although Grakak believes the king to be a dragon.  

(Next game to be on 2/19/17)

View
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

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.