Ave Imperator!

New Blood, the Enemy rears it's head
Second Session

Your retinue has grown in number to include; Stig (psyker), Guntar (psyker), Magus (tech-priest), Mallic (Arbitrator), Jesus (Arbitrator), Zana (Assassin), and Garz (Guardsmen). A few days after recovering from wounds sustained against the gangers, your party awaited the arrival of Aristarchus in the Refectory courtyard that you may begin your journey to Stern Hope. During the short reprieve you were introduced to a pair of acolytes, Zana and Jesus, who had been on planet to investigate issues with Ghostfire pollen tithe. Stig and Magus were assigned to take over the investigation while Zana and Jesus joined the rest of the party to deal with an immediate crisis. The transport which was to take you to Stern Hope was sabotaged by, as was learned by interrogation of those involved, a cult known as the Crow Father Coven. Rearmed with and issued an execution order by Aristarchus the party, consisting of Jesus, Zana, Guntar, Mallic and Garz, set out for the ruins of a sewage treatment plant nestled amongst the ruins of the old Port Suffering township.
After a protracted and bloody (grenade fueled!) siege of the cult hideout the group gathered intelligence pointing to a severe and widespread influence of the Arch-Enemy. After defeating the insurgents responsible for the sabotage at Port Suffering, and destroying a minor daemon in the process, the party returned to Port Suffering to debrief Aristarchus and prepare to travel to Stern Hope. What awaits them at the abbey is unknown but the Arch-Enemy walks Iocanthos and only madness and bloodshed follow in it’s wake!

Iocanthos Bound
First Session

Nestled in the Golgenna Reach sub-sector, Iocanthos is a world that remains in the ledgers and tithe charters of the Adeptus Administratium for only one reason, Ghostfire Pollen. The Ghostfire Pollen, when refined, is a potent material used in the creation of psychic tools ranging from Psi-hoods to Force Weapons to Psi-wards. If not for this vital tithe Iocanthos would remain solely a feudal world used as little more than a penal colony. The local population, the Ashleen, are a nomadic people whom without the Imperial presence on the planet have evolved to a pre-Bronze age level. Many centuries ago, during the height of the Angevian Crusade, General (and later Saint) Drusis claimed the planet in the name of the Imperium. The battle against the limited technology of the native population was a brutal but short-lived affair. However during the compliance of Iocanthos the taint of Chaos was found and Drusis banished a greater daemon in a storied battle. The sight of that battle became known as Stern Hope and for many generations it has become a holy site of power, corrupted and feared by the Ashleen but seen as a site of remembrance by the Ministorium. After dozens of failed attempts by previous missionaries and priests the abbott, Prelate Orland Skae, has successfully converted many of the local tribes and warlords (or at least placated them). He has risen a formidable abbey at Stern Hope. However this has not been without trouble. This is where you come in.

Aboard the bulk freighter, Brazen Sky, you the acolytes of Inquisitor Tyrius Gravestar have travelled. Gathered from across the sector you used coded ciphers to discover each other amongst the passengers. Once assembled you activated your briefing. You were to proceed to Iocantho’s sole star port, Port Suffering, and there meet one of Gravestar’s trusted acolytes, Aristarchus the Seer.
Once arriving on planet you familiarized yourself with the Port and while delving into the local population you discovered the presence of gangs and superstition referring to some form of Crow God. After a brief battle with a local gangers you returned to the Imperial barracks, the Refectory, to meet and receive your detailed briefing from Aristarchus.

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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