Flight of the Matriarchs

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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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Character Creation

Races: core races only, but no half orcs. 


Classes: No gunslingers, no vilgilantes, the rest we will work with.

Starting Level: 1 

Starting HP Max

Starting Gold Average, but don't spend on basics those will be provided


Alignment: any non-evil, primarily used for spells. Play the character you want to play and as long as everyone has fun it's really just for mechanics.


Level progression: Normal

Paizo Materials only for Creation, up for discussion after, No pscionics.

Ability Scores: I want the Characters to feel special, and not feel the need to have a dump score from a mechanics point of view. 30 Point buy. Nothing higher than 18 before racial modifiers.

Traits – 2 Standard and 1 Campaign Trait from below. You must pick the campaign trait as it is your "reference" for getting into the  Merchants Guild Peacekeepers.

 

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Defenders of Eastwyn : Flight of the Matriachs Act 1

 

 

Plot Summary:

   

Region Overview

There has a been an easy peace over the lands of the Eastern Reaches for the last 75 years. The wounds inflicted on the region by the Dark Queen in her bid for ultimate power have slowly healed. Few if any humans and halflings, that still call the reaches home, remember these dark times, and the Elves and Dwarves, with there groves and grottos almost totally destroyed, have almost entirely moved on to other parts of Arrindia. Though let us know focus our attention on the story at hand.

Primary Setting 

   The trading city of Eastwyn stands as one of the few large cities in the mostly agricultural Eastern Reaches. It appears to be ruled by the young Lord of Eastwyn, who's father just recently passed, but truthfully it is the powerful Merchant's Guild that controls the town and the surrounding region. The merchants guild in an effort to maintain peace in the region and protect their constituents, employs "Peacekeepers" to complete specific missions and accomplish tasks that fall outside the jurisdiction of the city guards or the Lord's.  Most of these missions are simple caravan escorts, dealing with threats to member villages, and assisting with our guild business where special skills are needed. 

Initial Game Setup

The player characters represent a group of recently recruited or brand new "Peacekeepers" in the service to the Merchants Guild of Eastwyn. They have been assigned the task of traveling to the agricultural village of Redbud to investigate the reports of Goblin raiding of the farms surrounding the village, in fact goblin activity has been begun to be reported all of the region, and along with the standard peacekeeer missions and the extra work imposed by the young Lord of Eastwyn is requiring the guild to recruit numerous new, and perhaps not as dedicated new peacekeepers.

A Note on Goblins

While goblins are not entirely unheard of in the region, it's been many years since there have been any organized raids. In the years since the war, they have primarily contented themselves to living in the foothills, and trading furs, scavenged dwarven artifacts  and other oddities for the extra commodities they have required, They especially love the pickled pig ears imported from the Slaughter Yards of Eastwyn. These raids have started so suddenly, and the mountain tribes that do trade with the Merchant Guild have claimed no knowledge of the attacks.

  

 

 

 

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