In the 41st Millennia, There is Only TPK

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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Session Zero
Character making

Attendees
Dave – GM
Daniel, Michael – Players

In this Session it was decided to roll characteristics as in the book but move rolls around to better fit character ideas. Michael choose to play a Tech-priest and rolled Imperial home world, Daniel rolled randomly and ended up with a Feral world Guardsman.

Zek and Wrax

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Session 0.5
Arrival on planet

Attendees
Dave – GM
Daniel, Michael – Players

On the planet Acreage Zek and Wrax find then selves landing on the floating space port of Emperor’s Island to go well. After looking around Zek finds a merchant and declares they are working on Imperium business, swiftly Wrax pulls him off to the asking him if Zek knows what the word secret means.

Soon after that Zek manages to find a guide will to help them find there way off Emperor’s island. As they are guided throw this unknown place, and quickly lose sight there guide and are stopped by an armed group of thugs. Both Zek and Wrax draw there melee weapons, Zek begins talking with them and as the leader comes closer to tell them the cost to pass, Wrax swings his Hammer at him and severs an artery in his leg, the rest of the group run in fear. Wrax then collects the mans right canine as proof of his kill.

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Session 0.75
Adding new player

Attendees
Dave – GM
Alex, Daniel – Players

This session was to get Alex’s character Jericus created.

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Session one
Getting off Emperor's Island

Attendees
Dave – GM
Alex, Daniel, Michael – Players

After the fight an arbitrator approaches Zek and Wrax reveling him self as Jericus another Acolyte sent my the inquisitor. Again Wrax is confused by how no one knows what secret means. The guide Zek found returns and leads them a boat off the island. The group give the newly found autopistol and ammo as payment for the boat ride to the capital city Olrankan. After getting past the blockade the Zek buys cloth masks for all of them and the group finds shady inn and takes watches to in sure they are not robed in the night. In the morning they head off to the wall of the city to find an attack site. When they approach the wall a city Plume officer offers them 50 thorn gelt a head to help defend the city. The group moves off to began a fight with the attacking musket-men. The group finds three musket-men charging and engage. as they are finishing up the last one they see three more baring down on them they finish all but one who manages to run a way. The group loot the dead bodies and get five muskets, 40 musket shots, and 5 ammo satchel.

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Session Two
tracking down the unknown

Attendees
Dave – GM
Daniel, Michael – Players

After they are unable to find the Plume officer they move into the city and find a barracks to collect there rewards. Wrax gives the officer at the desk the left canines of the five musket-men. in the end the group give him all five musket-men and four of the ammo satchel for a total of 200 throne gelt.

The group moves on to one of the attack sites. Wrax began tracking the strange foot prints near the attack site. After some time Wrax loses the the tracks that head into the city and the group retires for the night. During the night Wrax hears a strange sound and goes out side the inn and see if he can get a general idea as to where the sounds came from.

The next day the group find the attack sight and Wrax tries to track the strange foot print but is unable to follow beyond the sight. Jericus uses his Logic mind to figure out that the attacker is coming from the Fabricators District. they then go there when they get close the stench of the area gets to all of them but Jericus is unable to handle it and goes back to the inn. Zek and Wrax go off to find information about any thing strange that has been happening in the area. Zek manages to find a man that may have some information, Wrax intimidates the man into telling them about strange sounds and coming form the area of the corpse farmers.

Zerk and Wrax find there way to the warehouse of the corpse farmers. looking around the build finding a less used door they try it and find it stuck. Moving around to the other door Wrax has Zek knock at the door an older man opens it Zek fails to talk there way in and Wrax nods to he. Zek then “kicks” in the door and they began a fight. Turns out two men where in the where house after Wrax kills one of the men and a strange roar is heard.

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