All things must end.

Volume 2
A puzzling Case

This time our story begins with Clifford arriving at HQ, having spent the last few days filling out the paper work for it, to Mr Blue still relaxing in the lobby. With Clifford having never met Mr Blue he is unprepared for his attitude and tey begin arguing with each other Mr blue Quickly tires of this and sends Clifford to the rest of the group.

Back in the sewers the team catch Clifford up on the situation and fend off attacks from the faceless. After spending awhile fighting them off Quartz decides to run to a nearby chamber the team quickly follows. In the chamber they discover a swirling rainbow colored portal after a brief bout paranoia they head though ending up back in there home dimension, and head home to rest up for a few hours.

Later that evening having come up with a new plan the group splits in half with Quartz, Atlas and Electroclash heading back into the sewers, and Clifford, Sin and Birdperson will stay on the streets and provide a distraction.

The surface team heads over to the docks and steals a car intending to set it on fire and draw the guards away. This does not go well as they are forced to abandon the plan as they come across a guard patrol after a brief scare they manage to escape. Meanwhile the sewer team gets to there goal, and Electroclash attempts to remotely hack the detector array but fails detonating the failsafe bomb planted inside.

In a panic Electroclash attempts to drain the power from the facility and succeeds but does to well and starts to overload, so she throws most of it back in the form of an EMP bomb which shuts down all power in the area including the cybernetics in the guards disabling them all. Except the two elites who protect the case that the group must steal as the team meet back up in the warehouse it is stored in, and do battle with the elites after a tough battle that ended with half the team unconscious and Electroclash in critical condition, Quartz figures out the correct case and they retreat to heal and rest.

View
Volume 1
The beginning of the end

Our story begins with our "heros" ariving at there new home, an abandoned office building in the poorer section of Haven City. After a brief interlude in which they get a look at there new place their is a knock on the door, this turns out to be a rather rude and snobby individual called Mr Blue.

Mr Blue then highers the team to collect an item for his boss, a white briefcase with a red symbol on it. After a round of questioning which Mr Blue responds with vague answers they agree and head off to scout the docks and the warehouses nearby to prepare for the theft.

This takes an unexpectedly long time as atlas seems determined to tour the whole city before going to the docks. When they arrive  Birdperson living up to his name turns into a pigeon and flys around with a spy camera attached giving the others a gold view of the warehouses, before he spots a seires of odd boxes allong all the outer walls and most of the warehouses. Deciding he needs a closer look Birdperson flys closer, this activates the parahuman ability detector and they start beeping immediately alerting the near by guards. Wisely backing off he proves that wisdom a fluke by attempting to enter the much higher security docks where he is struck down by the sky wall.

After barely making it to the ground Birdperson changes back to human form and collapses face first in the middle of his allies. Who decide to get out of there unfortunately The Millennial is extremely suspicious and the guards close in on him while this is happening Sin and Quartz run in to the centre of a patrol the three of them are arrested and dragged into a van to be taken to there cells, as Quartz gets knocked out for provoking the guards. Atlas having reached safty immediately leaves it by charging the van seeing a massive hideous beetle man charging them they use the special weapons to incapacitate him. Birdperson seeing this decides to go get some help and goes back to HQ to get Mr Blue after a bit of persuasion Mr Blue disappears and reappears in all the gangs interogation rooms at the same time he sends them home telling them that he'd take care of the situation here.

The team are reunited again as Mr Blue warns them that there will be "consequences for this"  in a brief team meeting they decide to go underground to avoid the sensors after spending  the day gearing up and The Millennial hacking the intranet for a map they dig a tunnel in to the sewers and head for the docks.

After traveling some distance they hear a splashing noise from all directions. Panicing they run back the way they came only to discover that the tunnel had disappeared and that they couldn't make a new one Quartz investigates the area only to uncover two shocking facts; the first is that they are no longer in the sewers and the second is that something human shaped is standing next to them. When he attempts to communicate with it. It lunges at him Quartz launches a Crystal dagger in to its head killing it instantly, after telling the group about this unseen advisary Birdperson becomes a bat and uses his echolocation to look around and finds out that they are surrounded in things that they can't see.

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.