Age of Orion

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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Episode One
Season Three Premiere

Podcast

3rd of Summer, 1007 CE

Automail-clad shifter and fighter, Gilly, boarded for the maiden voyage of the Nox-Orion Express, where she met the rest of our party and a few other folks: Katherine, cleric of Rasha; Kat’s otter, Diver; Innr, a half-elf bard with a massive collection of instruments; Jex, a cowardly noble and fighter who dual-wields two rapiers; Relic, a warforged paladin of Patron; and Bahresh, a bronze dragonborn cleric of Mayuri.

We got into a bit of a scuffle when a very drunk and irate Lady Amelia Gearhart demanded that Relic dance for her. Relic refused to fight back, but Innr pulled a prank to make it appear as though Amelia had soiled herself. She demanded that her guards beat Innr up, so while Jex had her distracted at the bar, Innr magically made himself look bruised and spent some time in another car with the guards as a ruse.

The next day, a necklace belonging to Lady Gabby Wheellock went missing. While Jex and Bahresh searched for it, the train was attacked by raptor-riding bandits. Relic cleared our car of anyone who could not fight, leaving just the PCs, Kat, and Diver. Jex tried to escape but was cut off and forced to defend himself, inadvertently killing one of the bandits. The rest we scared off, excepting one that we knocked unconscious and tied up to be handed over to the authorities.

Relic and Jex got in an argument, Relic being appalled that anyone with fighting skills would try to run and Jex being appalled that we resorted to violence rather than just giving the bandits our money. They were interrupted by the passengers from the next car over, who reentered our car and praised us as heroes. Jex quickly changed his tune and went to join the party next door, and the rest of us were approached by a noble named Falcon McCoy. Falcon invited us to do some jobs for him, one in which we’d track down a mysterious beast that had been killing people, another in which we’d retrieve (and purify) a legendary evil sword for him.

After the party, the train arrived at its destination, and we were promptly pickpocketed. Jex caught the thief in the act, but she drugged him and slipped away, leaving in his pocket the missing necklace and a handkerchief reading “Welcome to the big city, folks! -EF.” Kat and Diver departed from us to meet up with their own adventuring group, the Dusk Chasers, and Relic used the reward money from capturing one of the bandits to board in a squalid living situation for the evening, communing with the poor. The rest of us took Jex to Falcon’s estate so that he could come down from his high and we could discuss the details of Falcon’s two jobs. Falcon explained that EF could possibly be Elisa Fortune, a mysterious local mountain thief.

We spent the rest of the evening getting to know each other a little better: Innr was there to perform a show, Jex was there to compete in the Thunder Chasers tournament, Bahresh was there to spread the good works and word of Mayuri, and Gilly was there to get upgrades for her Automail.

(Apologies if these log entries feel a bit Gilly-centric – Maria is writing them.)

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Episode Two
Hunting Expectations

Podcast

4th of Summer, 1007 CE

DM Notes:
Gilly was visited by and had her arm upgraded by Vel, she was numbed for the replacement and put under for a bit.
Relic met Slick James, an old Half-elf whale oil thief who now runs a tavern in hopes of providing for the down trodden. James was suspicious of Relic at first due to previous “philanthropic ventures” other have performed in the city, quickly warmed to Relic.
Innr woke having set his pillow on fire, accidentally, although me mentioned it was not an uncommon occurrence.
Jex started his morning drinking with Falcon, and quickly exchanged that for saving a woman from carriage carnage. Jex believes the woman might be Elisa Fortune, but her introduction as Lady Andrea Cross swayed him, at least for the moment. They spoke of politics and her recent adjustment to blind life, before being escorted to a train to Greymouth and Jex returned to the Falcon estate to prepare for the hunt.
Bahresh dreamt of a black dragon who eyes became eclipsed and being drown in snow hearing a familiar voice whisper to him “Bahresh, you must be the flame in the snow.” In the dream he attempted to breath fire, but was unable to do so.
Ivan woke and started his day with breakfast and a little planning, his current landlord and friend Orisk the dwarven blacksmith. Poking around town he gathered some information about the beast hunting the farmers and foresters of Rheinland, and eventually set off to the forest to hunt the beast down.

Into the woods:
Party encountered Ivan and Mute, Mute technically for the second time as Gilly remembered her from the train with her pet fox who was finally introduced as Kase. Kase seemed interested in Relic and Relic was interested in Mute’s bracelet which she spoke of shortly saying, “It was a friend of mines, well more than a friend. She thought she needed to hide her past from me and I guess my curiosity proved her wrong.” A short talk later, Mute headed back towards town and Ivan joined the party on the hunting expedition.
Wolves
The group heard howling in the distance and did their best to avoid the local wildlife, only to stumble into a Wolf den, the group managed to intimidate the wolves long enough into retreating and left the wolf pups alone, although Innr was tempted with the idea of having a young pup to raise.
Cabin in the Woods
Stumbling across an old cabin in the woods, the party cautiously examined it and found a large snake’s track leading away from the house. The track being somewhat fresh the group decided to hunker down for the night and recover as well as explore the structure. With some investigating and Bahresh’s knowledge of Dwarven Sea Shanties, they figured out how to activate a Painted Storage Realm and Bahresh collected 3 pearls from the paining before calling it a night.

5th of Summer, 1007 CE:

DM Notes:
Morning Hunt
Continuing the hunt from yesterday the group managed to track the beast, which was discovered to be a Puma which had somehow become a conduit of magical energies. It was clear the beast had been hunted, but was quickly dispatched under the combined might of the party of seven. They were then quickly visited by the giant snake they had tracked earlier, which they also dispatched. With work completed the group split up, half heading back to the cabin, the other half attempting to find the beasts den. They never found the den but they were stopped when they reached the White Forest, and found an area of magical energy moving through the forest, freezing anything it came in contact with. The group reconvened at the cabin and made their way back to Rheinland.

Evening Rest
The day ended with Bahresh being shown Falcon’s firearm collection, the snake was cooked, served, eaten and then the leftovers were taken by Gilly, Bahresh, and Relic to Jame’s Tavern. Relic also donated 15 gold to the tavern and James was shocked at such generosity.

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Episode Three
The Path to Forgotten Evil

Podcast
[Players, feel free to add any details I missed]

6th of Summer:

A light fog descended over the Northern Region of Orion, an ominous sign for the start of the day.

Bahresh continued to have strange dreams, the repeating imagery of a dragon’s pupils being eclipsed by something, and it spoke to him directly. “I do not have time to teach you, but I have time to clarify something for you. You must be the flame in the snow. It’s more than just a metaphor, it’s a warning.” He was awakened by on of Falcon’s maids and went to have breakfast with Falcon.

Innr dreamed of darkness filled with growls and snarls. A dancing spark in the distance, the darkness tearing at him until the spark grew into a flame pushing the darkness back. Engulfed by the flame Innr saw two eyes open from the flame and a hissed whisper is the last thing he hears before waking up, “I found you.”

Jex wakes, invited outside to a morning drink and breakfast with Falcon on the porch. He speaks with Falcon for some time, unable to shake the feeling he’s being watched by can’t find anyone watching him. Bahresh join them, and eventually Falcon excuses himself to go send a Wire. Bahresh feels the same sensation as Jex, and manages to spot the hooded figure on a roof a ways down the street keeping an eye on them. Jex waves and Bahresh gets up to go over to the figure, who meets them half way. The three have a chat, and the painfully reluctant figure mentions she’s the thief from earlier, sells a Cloak of Invisibility to Jex for 50 gold (Jex not having enough promises to pay the rest back later), and Bahresh asks for his 5 gold back that she stole, which she returns saying “It served it’s purpose.” A courier arrives at the Falcon estate and states he has a Wire for Jex, who reads it.
Jex’s Mother’s Wire: “Jex, I need to cut off your funds for a few months. The vote of confidence for the Eastern Region is coming up this Snow Court, and your sister will be coming up for the position of Magistrate for the first year. It’s unlikely she’ll be selected over me, but she is a very driven individual so I’m taking this run seriously. Keep yourself safe while you continue your vacation in the north.”

Ivan spent his morning informing the farmers they can return to their land, accepted a small pay in silver for his service to the community from the farmers before heading to Falcons. Borrowing the Puma’s head as proof of the deed, Ivan, Jex, and Bahresh make their way to the local Magistrate Raymond Foxdrey and attempt to claim the reward for ridding the town of the horror in the forest. The Magistrate says he’ll be happy to pay them in a few days after the attacks stop, to ensure the job is indeed done. Raymond seems quite interested in Jex, his noble linage lands Jex an invitation for drinks in the evening.

Gilly wakes and doesn’t see the snake on her bed, which lashes out and bites her. Poisoned she stumbles down stairs to James at the bar, and manages to collapse on the bar and lose consciousness.

Relic “wakes” to the loud sounds downstairs, and hurries down to find Gilly unconscious, using their divine power, Relic purifies Gilly of the poison and hurries her to a local apothecary. A quick inquisition with the owner, and his refusal to come with because the snake in question sounds like bad news, and Gilly is of to Falcon’s with Relic heading back to James Tavern. Relic arrives moments to late, James no where to be seen, Relic heads upstairs to find James kneeling over another snake bite victim. Despite their efforts, the victim dies on the apothecaries table, and the only information the apothecary can provide is that there are no local snakes that dangerous in Northern Orion. Heading back to the Tavern, Relic and the local Perfects are unable to find the snake, and Relic heads to Falcons, feeling defeated.

The group finally together, looks over Falcon’s map of the Temple of Forgotten Evil, and hear him talk about what he’s looking for, a blade known only as The Devils Fang. They head out and in three hours of travel, they find themselves outside a cave and decide to camp for the night. During the night Relic spots the cloaked thief in a tree, seemingly watching over them. A quick back and forth between the two results in Relic believing she means no harm, and the Thief seems opposed to them entering the cave and temple, but when asked if she means them harm replies with “I suppose some would see it as harm, but as long as you don’t take longer than two days, I wouldn’t do anything to harm you.”

7th of Summer:

The sky is overcast as the party descents into the cave in hopes of reaching the Temple of Forgotten Evil. They quickly encounter a group of 8 Kobolds, who demand “20!” or the removal of their Gnoll neighbors. The party goes after the Gnolls, and defeat them with minor injuries, they return to the Kobolds and find the group is actually around 16 Kobolds living here, four of the Kobolds pester Bahresh with questions, curious about his dragon heritage. The Kobolds point them in the direction of the temple and they head off.

The sharper eared party members hear the familiar voice of Kathrine yelling “Watch out!” among the crumbling sounds of earth and stone. They push forwards quickly and find Mute half buried in stone and dirt, and Kase doing her best to wake Mute. The party quickly digs Mute out, stabilizes her, and asks what’s going on. Mute mentions Kathrine and their party leader Tyler, she was hired as extra muscle for a job, didn’t really even ask what the job was, and that they’re hopefully alive on the other side of the cave in, Mute dove back and they all dove forwards. Mute offers healing supplies to the group, and also the assistance of the sharp nosed fox Kase. Mute, exhausted from the experience, wants to stay behind to recover and keep an eye on the door for both parties.

Armed with a little fox, the party sets off into the Dungeon, in search of the blade known as the Devil’s Fang, an grail of endless water, as well as now in search of Kathrine and her party. What will happen next time during Wednesday night D&D?

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Episode Four
The Temple of Forgotten Evil

Podcast
[Needs details, players feel free to add them]

7th of Summer, 1007 CE

Having helped out Mute, and gained the companionship of Kase the party ventures into the Temple proper. They first enter a dining area, Innr goes to explore the connected kitchen and stumbles across two Smoke Mephits. A quick round of combat later, and the party is looks around. Relic finds 3 golden goblets, and 16 sets of silverware as loot. The party regroups and moves forwards.

The next room is large, contains four boxes, and has tapestries on the wall. Kase slips past and goes to investigate one of the boxes, the group splits a bit, Bahresh and Innr check out the nearest crate, Relic and Ivan go to check on Kase. Bahresh sees a book on top of the crate, “The Tenants of Tiamat” and goes to grab it, setting off a trap. A bear trap triggers, breaking out the top of the crate to latch around Bahresh’s arm, at that moment the two non-investigated crate reveal themselves as mimics and engage. Innr helps Bahresh out of the bear trap but loses his performers mask in the process.

The Mimic’s deal some damage, but the party prevails. Bahresh keeps the book for later, and the party checks the direct path to the other side of the temple, only to find it collapsed and ready to collapse further. They push on and find another room, with a side room only accessible via ladder. The group discusses if pushing forwards is better than fully exploring to prevent something from sneaking up on them. They decide that it’s OK to let Innr scout the side room for threats, however upon grabbing the ladder he becomes stuck to it, dragged up to the elevated room, and is face to face with a mimic.

Quick combat later, the group checks the side room and discover four small silver idols of Tiamat, Ivan chips away at one and notices that it’s an iron idol that’s been plated with silver. Everyone regroups and push into the largest room, they find the Devil’s Fang being held in the air in a red sphere of magic. A ring of stone below it has both an engraved riddle and a not associated with it. They take a quick break, and Jex goes to investigate the riddle. After looking at pushing forwards, they find the path barricaded from the other side, but manage to get in contact with The Dusk Chasers and hear they’re on their mid combat but should be fine. While waiting, Innr and Gilly check the last door, and find a golden plated large jewelry box. After a dungeon full of Mimic’s they play it safe and give it a good thwack with a staff, and luckily don’t break the three potions inside, as well as the scroll and 16 gold coins inside.

After waiting the Dusk Chasers arrive and introduce themselves, they’ve got a goblet of endless water that Relic is looking to retrieve, and mention that their work here has been to purify the temple as well, local Shrine keepers in Rheinland tasked them with purifying the temple. The group finally gives an answer to the riddle and the blade drops to the ground. Innr asks if he can hold the blade, Relic allows it and the blade catches fire. The temple itself starts to collapse and the party barely squeaks out unharmed. But exhausted and out of breath, they make their way to the surface and set up camp for the night.

The group address the elephant in the room, the Devil’s fang abilities should only be activated by an evil person. Innr is questioned about what happened with the blade, Innr shows his old injuries, and Bahresh confirms they are necrotic wounds dealt by a demon that will not heal. Jex, realizes that the reaction isn’t from the residual injury, in fact the belief that only an evil person can wield the blade is wrong, it’s specific to the wielders bloodline. So questions of Innr’s blood line are raised, everything from Cambrian to Tiefling.

Ivan asked Mute how she met Kase, and could tell she was hesitant about her answer, “It’s been a while, we met under some rather unfortunate circumstances.” She pauses, “There’s a town in Nox… where I found her.”

The two parties then relax and talk. Gilly get’s her arm fixed by Kai. Jex and Ivan continue their buddy cop movie. Bahresh speaks with Petra about Dragonborn and the Cult of the Seven Dragons, Gilly makes a social faux pas by mentioning her parents slaying a white dragon to Petra. Petra reveals that the number of dragons in the world is extremely low, is displeased to know of a dragons death, but doesn’t blame Gilly for her parents ‘mistake’. Relic, finding Kai untrustworthy and having seen the shadowy figure believed to be The Mountain Thief, separates themselves from the group to stand watch at night. The night is odd, as the night progresses, one of the moons, specifically Mayumi’s Eye becomes stuck in one position in the sky, and as the sun starts to rise, the moon moves to block it, creating what seems to be a permanent eclipse.

We’ll have to see how the endless eclipse changes the party’s morning.

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Episode Five
The Eclipse

Podcast

8th of Summer, 1007 CE
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Episode Six
Legacy: The Fall

Podcast

9th of Summer, 1007 CE

DM Short notes:
First Half

  • Bahresh got knighted
  • Bahresh and Ivan removed the Petrification from the Platinum Dragon egg.
  • Bahresh traded the painting for one of Falcon’s Firearms, specifically a Vindicator.
  • Gilly, Relic and Ivan restored Kase’s memories.
  • Innr made a deal with Lilith and acquired the contractual use of Produce Flame.
  • Kase begrudgingly received a collar of speak with Animal.
  • Kase and Mute spoke, Mute joined the Dusk Chasers and Kase joined the players group.
  • Relic checked in with Slick James before heading out.
  • Jex had a conversation with the Thief, who tried to dissuade Jex from adventuring. “It always ends poorly Jex.”

Second Half

  • The ceiling of a Stahlwachian Facility gave way and the group fell through.
  • Relic and Bahresh took a hard fall.
  • Gilly was pierced through the heart, and learned she doesn’t have a flesh and blood heart.
  • A group of starving Lizardfolk attacked the group.
  • The party survived and discovered a Lizardfolk camp. The locals are experiments of a local “metal man” who seems to be responsible for the remaining groups amputations.
  • Relic provided a days rations for the Lizardfolk village, and purchased an Arcane battery from the camp.
  • Gilly Acquired a Promethean arm from the Lizardfolk, but without modification it won’t be a viable replacement for her arm.
  • Relic purchased their selection of books (Stahlwachian in nature) and started to burn them before Bahresh rescued some information from them.
  • The group decided to camp for the “night”. They should be waking up around 4am on Summer the 10th
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Episode Seven
Molten Theater

Podcast

10th of Summer, 1007 CE, 4 am – 5 am

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Dusk Chasers: Episode One
Escape from the Metal God

Podcast

Escape from the Metal God

Events:

With combined help from Elisa Fortune and Sssol, the Dusk Chasers are freed from their prison and fight the remaining Lizardfolk. As they escape a fight breaks out in the Arcane Reactor room, again victorious they sabotage the Reactor and search for Elisa’s Cloak that Jex has. Heading towards the Detention Block, they encountered a Walker created by the Promethean, and after a tough fight and a hail of metal fists from Tyler they emerge victorious once again. Pushing forwards they’re trapped in a mantrap that starts filling with gas. Kai noted it’s the same mix that Nox used during the war. The Dusk Chasers were able to break out of the door before they all were rendered unconscious by the gas, only to find the Promethean on the other side before losing consciousness.

Important Results:
  • Defeated Metal God’s Chosen Lizard Folk.
  • Disabled Arcane Reactor.
  • Defeated The Promethean Walker.
  • Determined the knock out gas was Noxian.
  • Did not recover the Steam Turbine.
  • Did not encounter the Promethean Elite Guard.
  • Did not encounter the Noxian Walker.
  • Did not uncover the secret of the Facility.
  • Dusk Chasers were captured and did not escape.
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Episode Nine
The Mobius

Podcast

Highlights:

Discover some family history, rescue a Lizardfolk, and fight some walking Artillery.

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