A New Threat
Race for the Seamstress

So, in other words, the party was released from captivity in Ominia under condition of exile. As they were negotiating terms, attempting to free the dwarven leaders from execution, a guard announced that the Priestess of the Seamstress had been found murdered. Her body was brought in with a hole in the world. At this point, Arcius revealed that when Alderac was killed, Xark had appeared and swapped out the new key crest. The party was thoroughly worried and promptly left Ominia by teleport to Bluesky City in Manscell.

From there, they reflected on the mission given to them by the priestess: to save the tailors around the world. And so it began, a tour to as many tailor shops as they could find. Some were already destroyed, and others were under assault by a new type of antithesis. Each time they were successful, a mysterious girl appeared to escort the tailors to a new realm. Alas no one recognized her.

The next week, the party continued to save the tailors. Sendings and careful uses of teleport ensured that most of the tailors were saved. The mysterious girl reappeared to invite the party to the final battle and led them through a gate into Threshaven. The plane appeared similar to the astral plane, a wide empty expanse of floating islands and clouds and ambient lighting. Behind them, however, loomed the realm of The Seamstress, sealed behind a mighty whirling barrier the size of a moon. After letting the party get a good look around, Nephrale moved them around the moon to her library in Semperternal. There she explained that the cabal had resorted to attacking the Warp directly.

The party were worried and followed Nephrale to the Warp, a pool of energy/gate/reality/something shiny and purple. Surrounding it were the final tailors, trying to sew up the holes Lachesis had created. Their preparations were cut short when Nephrale doubled over in pain. She warned them to be ready, and fell unconscious, floating above the Warp. As the antitheses appeared en masse from portals, the goddess was enclosed in a crystal, and a counter appeared. Now the party must defend the tailors and the fallen goddess.

The 'Final Battle'

The session began with the siege of the Silver City. The party attacked the walls, which were quite well defended. The Dwarves lost several units, but with the Slaughterstone Golems, the walls stood little chance. Even so, the magic of the defenders was strong and their tactics sound and with one casting of Iron Wall, they destroyed the SpellSeeker. For a round or two it looked like the defense might win the day. Heimdall had no choice, then, but to summon Jim Papadapolous who tore through the wall and the defenders. And, thanks to his spell resistance, was invulnerable to their efforts to banish him. With the titan and the SlaughterStone Golems, the walls fell and the Black Company entered the city.

They battled their way to the Grand Cathedral of Elohim, which was empty and dark. Three priests led the players toward Alderac’s chambers. In the Antechamber though, they found the way forward sealed. The Zohar itself sealed the door, and the key seemed to be two statues of a man and a woman. The players quickly discovered that brute force wouldn’t carry the day here, and while Heimdall was about to destroy the statues, Arcius and Obrican took a closer look and realized they were statues of the Favored Saints Kinover and Ligeria. Arcius took a chance and used stone to flesh on Ligeria and she returned to life, in full glory. He did the same for Kinover and together they healed the party and opened the way forward.

The saints revealed that when Alderac had been elected, Kinover had appeared to welcome the new Lucifer and carry Elohim’s instructions. But, due to the Cabal’s power, the saints hadn’t known that Alderac was who he was. And thus the Cabal ambushed and trapped Kinover in stone. To avoid breaking the connection to Elohim, Alderac used the Zohar to force Elohim’s power through to the church. Knowing that something had happened, Ligeria summoned up her church and attacked the Silver City. The Cabal was waiting for her as well, however, and trapped her in the same manner. The connection to Fallais was lost and the cultists retreated. Had the players destroyed the statues, they would have killed the two Saints with disastrous consequences. Kinover explained that he would take the Zohar away from mortal hands and also revealed that no miracle has ever been cast since the Great Seal’s existence, disappointing Heimdall. With that, the Saints left and the players entered Alderac’s chamber.

The fight began with Alderac’s monologe. He chastised them for damaging his plans and evading his trap and began the fight with pillars of light. Fortunately, Obrican had prepared them against it and Heimdall came in from the side with a Harm. Alderac was undaunted and crushed a soulgem, empowering him with negative energy. The battle continued, with each hit to the players dealing negative levels. But the battle was one-sided with Manny, Obrican, and Arcius all attacking at once, he stood no chance and fell in moments. The battle was over, until his evil spirit possessed Heimdall and split itself into five spirits. Had they recombined, who knows what would have happened. As it was, the players blundered their way through the battle, eventually destroying the evil spirits and obtaining his Key Crest, fancy hat, and magical staff. But, now what?

March on the Capital

At around 2:00, the army of the Dwarves, led by Heimdall of the Black Company, fell upon the first checkpoint approaching the Silver City. Despite an attempt to flank the siege engines, the Dwarves soundly defeated the units stationed there with few losses. Within a day, the second checkpoint, too had fallen. Survivors from the first had informed the second and Ominia’s losses were fewer, but they were routed just as easily. Two days later, the army overran the third checkpoint using the power of the SpellSeeker alone. Now it waits outside the city, preparing for siege. But can they breach the mighty defenses? And what of Lucifer Alderac Tritheim?

How not to be secret

The party began in Cilia, where they were to eliminate the local church and their ability to send a sending. As a group, they managed to forget this and began heading toward the next town, Madren, where they fully planned on raising a siege. Not long after, they received a message from Grand Marshal Kaylee, chastising them for not doing anything about the church in Cilia. The party felt bad.

After a brief excursion to a forest village which might have been Heimdall’s home, but probably wasn’t, the party engaged in an assault on Madren. Hirzon managed the mortar to effectively shut down the guard watchtowers. Obrican got off the ship and arrived late. Heimdall and Hirzon destroyed the church with mortars and a titan, and Arcius stayed out in the open and took two Flamestrikes. That was a bad idea, but he managed not to die, somehow. When Obrican arrived with November, they took to the main chamber and cast the same non-damaging spell on the cleric casting sending. Fortunately, November’s spell did enough damage to shock the cleric out of it with seconds to spare. Outside, the crew of the SpellSeeker got the fire under control and secured the area. Inside, Heimdall, November, and Obrican held the cleric hostage and forced him to send to the Silver City to tell them that everything was fine. He almost did so, but f-ed up in the end and got himself killed. Silly cleric.

Now the party marches onwards to the Silver City to meet the army of Ominia.

The Dwarves of Ominia
Building an Army

After the party defeated Xark, they began to plot their next move. The decision was to go north to face off against their former friend, Alderac. The trip took six weeks, flying directly north over Abraxas. Along the way, Obrican returned. No sooner had he appeared than Manny threw him overboard. The crew was shocked, but he claimed that he’d needed to make sure Obrican was still strong. The party seemed to agree and Hirzon and November manned the mortar. Hirzon found surprising success there and hit the flying Obrican on the third try, knocking him into the water. Enraged, Obrican sped forth to catch up, only to be hit by a harpoon thrown by Manny. The crew hauled him in where he was about to lay into them, but was cut short by Heimdall turning him into stone. Applejack and Carina had words with the three of them and Heimdall turned him back. Limping, Obrican took his rage downstairs. He seemed to be over it soon enough, though, and later in the trip was sharing the secrets of his new spell batteries. Unfortunately, none of the party tried them out, depriving Obrican the chance to blow them up. En route, Carina developed a lab for the SpellSeeker, Improved Corruption Resistance, Corruption Lenses, Improved Spell Components, and Improved Energy Spells.

When they landed, Applejack informed them that the crew members had been feeling like someone had been watching them. Obrican figured that meant Alderac had been scrying on them. So they headed down to the nearest fishing village where the locals told them about Alderac’s ascension to the Lucifer. The party was all like, “WTF, man!” And traveled to a bigger town to find out more. Apparently The old Lucifer died and Alderac was elected to the position. Not long after, the church of Fallais mounted an attack on the Silver City, but despite having 1000 demons (so claims everyone) the cultists were defeated and security was greatly increased.

Heimdall and the others decided the best way to go about fighting Alderac would be to raise an army and storm the place. Go figure, so Heimdall went around trying to find someone who would be interested. The only people he could find were the Fallais cultists and the Dwarves, so from Luxir they traveled NW to Thoth and rallied the House of KilKarray Smith, led by Grand Marshal Kaylee to meet them in Farwind in three days. From there they traveled NW to Serus’ Pass. There they met House Rekrang, led by Sir Reginald and House Hoo-ha, led by Professor Birbistuous. Rekrang promised 500 knights (heavy infantry and cavalry) and Hoo-ha promised 104 seige engines and war machines run by 250 engineers. They also learned from one of the tinkerers that the city of Niflheim would give no help, as they were firmly in the pockets of the church.

Next they traveled to Farwind. In the marketplace, they found the House Teleri, who was of no help to the party whatsoever aside from telling them to go on on expedition to get some gold. Heimdall wasn’t so sure, but eventually they went out to catch up with the expedition. After an hour or so, they found a camp, hidden in under an illusory screen. The Dwarven heads met with the party, including the House of Teleri, led by Lord Tal-Fang. House Teleri promised 250 mages to help protect against scrying. The dwarves explained the situation: three check-points along the main approach to the Silver City, churches and guards capable of Sending in both Cilia and Madren, and walls of force around the gates to the city. The army also has soldiers known as lancers who have lances of light, capable of shooting beams at foes. These lancers are what destroyed the demons of Fallais.

The party decided that they would take out the churches in Cilia and Madren, as well as the first two checkpoints. The dwarves would follow up and together overwhelm the third checkpoint and the main walls of the city. As the seige machines began breaching the city, the party would fly in via the SpellSeeker and make their way toward the cathedral. With the plan in mind, Manny and Heimdall went to see the Guardians of Gwynharyf and the Church of Fallais, respectively. The champions said they would consider it, but told Manny they couldn’t help if the party invited the Fallaitians to help. Heimdall’s visit with the church gained some valuable information. The Fallaitians declined to help on the basis that they were defeated last time. Apparently the call to fight was sent by Ligeria Delacquer, but during the fight, Alderac and his allies did something to the saint that dampened the spells and powers of the cultists. Due to that, the church declined to help. With that set, the stage is ready for the assault.

Exeunt Xark

The party began the evening at the hole in the world. Without much to go on, they figured the best thing to do would be to seal it with some holy water and Carinite and hope for the best. Unfortunately, despite Carina’s discovery of Carinite, she hadn’t ever actually made a significant amount of it. With the party now needing a pound of the stuff, they headed off to gather resources. Platinum was easy as Heimdall’s titan could just pound a bunch of coins to dust. Zorite the group found in a local shop. The echite, though, they only knew of one place: Chitin.

Long ago the Black Company had saved a small town in Calisaele from the invading forces of Lyrise. During the scuffle they obtained an orb of Echite from the local temple to Echoe. The temple was converted into a branch of Prime Meridian Travels and the orb buried (it gave Manny the willies). The Black Company had intended to use the site as a home-base of source, but that never happened and as a result, they found themselves with only one original party member who even remembered the place: Manny. Based on a description, Heimdall scried the location of the town for Arcius, who teleported Manny there. The barbarian couldn’t remember the location of the orb, so Arcius sent to Obrican for help. The orb was recovered and Manny outfitted the basement with cool stuff.

They returned to the Lurecia Archipelago with the orb and Carina made a pound of the Carinite. Still, things troubled the group and they really wanted to improve their weapons. So they spent a nice long 10 days in town twiddling thumbs while waiting for crafting to finish. This time, of course, would prove to be detrimental as it gave Xark and the Roxans time to regroup. When the Black Company returned to the island, the Roxans were waiting with anti-aircraft guns ready. The SpellSeeker took a pounding and lost its figurehead, but their cannons somehow won the day and cleared the landing site. Once down, the group had to deal with a few golems, an ambush by some rogues, and a brief surprise visit from Xark.

They dealt with their troublesome opponents and cleared the way to the top. There, Xark and a few cronies attacked them one last time, but Heimdall was successful in encircling the hole in the world with a magic circle against corruption. The final battle against Xark and his minions was quick and decisive. The titan destroyed a golem, November took out a wizard and another golem. Xark himself clung to the mountainside for a while until the titan dispelled his equipment. At which he was so enraged that he descended and in a few attacks nearly killed Manny. Heimdall saved him, but Xark ducked around to kill Arcius. He was in position to do the same to the favored soul, but Heimdall’s fail-safe, Harm, finished the job. Together the party watched Xark’s key-crest to see the moment Lachesis recruited Xark, apparently to steal something in return for nigh-unlimited power and a chance at the relic of Zidane.

The final thing to do was to resurrect Arcius. Heimdall took responsibility for the task and amassed the whole of Lurecia’s unset diamonds from the jewelers to accomplish the task. He had to pool the resources of the party together, but did so and in the end Arcius returned. The party met Jindal briefly, who confessed her crush on Manny and also her anger at them leaving her behind. And Amoss, at Jindal’s urging, finally confessed her love for Manny and he finally, after being hit with a rock once or twice, understood her flirting. Manny’s mother was so proud and together, the party decided to take the fight to Alderac, in the Silver City.

Hole in the World

Having moved Manny’s village to a nearby town for safety, the Black Company came to regroup over dinner. They were quite tired, though, so when little Jindal came up to ask Manny if she could travel with the group, the group was less than accommodating. Manny tried to dissuade her, seeing as the girl could only just barely lift her sword, but she insisted on her bravery. Defeated the group had nothing left to say until a local bard spoke up. He said he knew of rumored masters and offered them three choices. As tired as they were, though, the company simply picked a card and sent Jindal off to study with Myralai the Swift, whoever he is.

Having dealt with that, the company traveled to the location of the hole in the world that Lomasi had mentioned. Travel was quick thanks to some good sailing by the crew and they arrived on the small island of Tar Alia. It’s a volcanic place with not much to see. Somehow, though, the Roxans were prepared to meet them with some golems and a Lifael. Despite their (best?) efforts, though, the Black Company easily met the challenges of the golems and their immunity to magic to arrive at the hole in the world. This one was by far the biggest they’d seen: a wide oval shape in the cliffs, eight feet long by three feet wide with cracks extending in all directions. Now that they’ve arrived, though, what will they do?

Meeting Xark

The Black Company had arrived in the Lurecia Archipelago. Manny had caught up with family and Heimdall had killed Marshall. This week, the party, having learned about the Roxans, a gang of troublemakers in the area, traveled to the town of Feri on Tar Mana Feri Island. There they met November, a Sargent in the Holy Army of Mohorin and local freedom fighter. In the few days since their arrival, the Roxans had seized control of the local government and begun a program of kidnapping and corruption. November led the party to the center of town to investigate rumors of a strange mist in the dungeon. The rumors proved true, but on the way the party encountered Dreamless and Warless. The dungeon itself did hold Lifael and much Lifa, but the party was unfazed and pressed on to confront the leader of the Roxans, Deisgrin. Whether he was corrupted or a powerful caster was never discovered as the Black Company unleashed all their might on him at once and brought him back to the SpellSeeker.

They interrogated him, but he didn’t reveal very much before they lost patience and killed him. Upset, Xark showed up to harrass the party and was soundly thrashed, clearly not expecting their level of competence. He escaped saying, “You’d better run home,” and Manny and Applejack threw the SpellSeeker full throttle back to Tar Kash, home of Manny’s village.

The SpellSeeker and its crew battled through several anti-air defenses. The ship sustained damage but came out mostly fine, depositing Manny in the village practically alone. Such odds didn’t faze him, and through a rage he destroyed many of the Roxan fighters, turning the tides and allowing the rest of the tribe to recover and fight back. Rushing home, however, he found Xark facing his mother with only a local girl, Jindal, protecting her. Xark swept the girl aside but in facing Manny found the half-orc to be too much for him alone. He retreated outside, calling the Warless to stall and distract Manny long enough for the rest of his plan. Manny wounded the rogue badly, crippling his mobility and disabling him a little, but Xark merely backed away to reveal his plan: turn Manny’s mother into a dreamless. Manny chose to let the rogue leave to save his mother. Looking back, he watched as Xark and his forces retreated through a portal opened by Lachesis, and for the first time gazed upon the man in white.

The SpellSeeker and Manny’s sister, Lomasi, appeared in the aftermath to help clean up and heal. After a few pleasantries, the group decided to move the tribe to the nearby town for safety. Now Lomasi waits to lead the group to a small island to show them the rift she found, perhaps the source of the local corruption.

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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