For a Handful of Water

Did someone just leave the keys in the ignition?!
Dr. Jones. Again we see there is nothing you can possess which I cannot take away.

The group moves on from the shooting range and is faced with the decision of passing through a new/unexplored sector or heading back through a sector they know has a high level of rot. They decide to go with the danger they don’t know instead of the danger they know.

Despite the sun getting low in the winter sky and the temperature starting to drop, the group decides to press on. As they’re about to head out of the ruins, they hear another party sneaking along a main boulevard. They recognize them as a zone expedition from The Other Ark. Since the group is well armed and armored, they decide to wait until they pass.

As they’re waiting, a noise at the back of the building they’re in raises “pup’s” hackles. They find unit 573v3 (Steve) at the back of the building. He says he’s looking for Lelu and returns the rope & arrow she left at the hospital. He also asks if she still needs medical aid, and seems genuinely concerned for her well being. The group debates whether to go back to the hospital (hoping that Steve will get them past security), but in the end decides that the troubles with the Ark are more pressing.

They press on, and Lelu finds a parking garage that’s only partially collapsed. The group feels there might be artifacts inside, so they venture in. The large sticky webs everywhere set off everyone’s danger since, and it’s not long before they are ambushed by giant spiders. The beasts prove very dangerous, and the group takes casualties before they finally prevail. There are more spiders staying at the edge of their light, but the beasts don’t close in.

Just as they’re ready to give up, they come to a section of the garage with a large untility bucket truck surrounded by orange cones. Crackers is excited at the opporunity to claim his first automobile, and with a few quick repairs he gets it started! There’s a flipped VW beetle in the way, but the group works together to get it filpped out of the way (fuelled by Cracker’s rage at the thought of losing his new toy).

The group realizes night has fallen, but they don’t want to stay in the garage (full of spiders), but aren’t ready to press on to The Other Ark, so they decide to drive 2 sectors back to the hospital, which Steve says he can get them in through the razor wire.

Unfortunately, they only make it a half mile or so, when they round a corner to find a group of 15 startled zone ghouls standing in the road. The group panics and decide to plow their way through the group, successfully, but with their new truck taking enough damage to disable it (gear bonus down to 0). As it rolls 100 yards down the road to a stop, and faced with a big battle or abandoning their rig, they choose to flee – vowing to return for their precious transport.

The Escape
Week 10

The group’s fight with the automatons goes well with minimal losses. They speak with 573v3 for a moment before realizing that there is a large security force coming from the 5th floor. They decide to get while they can, and with a series of good rolls, they make it out of the compound and into cover as automatons swarm the facility (they see about 20-30).

As the party recovers, they quickly find there are Zone Ghouls prowling everywhere, looking for the strangers who were able to get into the facility and the source of all the alarm klaxons. The group successfully sneaks away and realizes they need to get back to The Ark to recover.

The party walks in the main entrance after nightfall, and wake Max’s connection, Jonar the Fixer, to find out who might be able to figure out their new Artifact weapons. Unfortunately, Kruger the Gearhead, is asleep and the party decides to meet him tomorrow.

The party decides to all stay together in Lelu’s den, to guard their new treasures, but Jeff has gotten word the party has returned. He sends his goons to let the party know he’s displeased and wants to talk to them. There is a small fire, which the party is able to put out, but they feel it’s dangerous to stay and decide to spend the night sleeping in the zone. The deep winter continues to get unnaturally cold, and Lelu suffers some minor frostbite.

They decide they must continue their mission to The Other Ark. They make it through the hospital zone and into the next, where they discover more Industrial Ruins and a mostly intact shooting range with a strange phenomenon – a sandstorm tornado which is focused and persistent. They decide to risk it and investigate, and they’re able to find a couple artifacts. Unfortunately, the storm catches Juey and Victor before they can escape, and they both go down with non-life threatening critical injuries.

The party will continue their trek to The Other Ark.

Patient Zero and Poking the Hornet Nest
Week 9

The next morning, the zone expedition checked on their exit route – the rope over the razor-wire, only to find it missing. The group formulated a plan to get into “Steve’s” room and find their rope and arrow – and anything else of value they could. Unfortunately, the plan went awry when their pre-arranged signal didn’t happen.

The group was split with Juey guarding the entrance to the hospital from strangers spotted in the zone. Lelu and Laslow were lead into the hospital by Steve and directed to the front desk for medical attention. Crackers and Victor got into the storage room and found a couple artifacts, but didn’t learn much more.

Meanwhile inside, Lelu was checked in by unit 4ur0r4 and she and Laslow were taken to a room on the 4th floor. The “nurse” seemed quite concerned and told them to wait for a doctor to arrive. After the nurse left, they decided it was best to not wait.

Everyone met up outside and reported what they found, Juey had heard some gunshots and a large number of vehicles driving by somewhere close, so when red lights started flashing in the hallways, they decided to check the perimeter of the hospital area. The razor-wire barrier was intact, but when they returned to the one open door to the hospital, it was shut.

The group decided to try and get back in through Steve’s door, and when he let them in, he let them know there was a lockdown of the hospital because there was a patient missing (who could that be?) The group quickly found themselves facing a couple of the heavily armed and armored bots from the 5th floor, and in a split second decision between going along with the guards and resisting them, the group opted for violence.

Kidnappings and Health Care
Week 8

The heroes started the night with an assembly where they cast their die – they decided to continue building the cropland around the Ark in an effort to slow the starvation of The People. Juey knew this would probably anger Boss Jeff more than last week, but there was no love lost there. After the work had begun, Jeff and his gang approached Juey and let him know that his woman, Tatyanna had been taken by the other Ark when they left – in retaliation for not starting the Slave Market as they had agreed.

The treachery had only begun, as the next day the other Ark showed up with 3 war busses loaded with well armed fighters, and requested that The People provide 10 workers to aid in building defenses of the other Ark. After they left with 5 men and 5 women, the group decided something had to be done.

They left and made it through a couple zone sectors before they stumbled upon a building which was heavily fortified and nearly unscathed by time. They found a way in past the barrier and explored the building, finding a number of automatons still in operation. They avoided most of them, with the exception of unit 573v3, who seemed indifferent to their tresspass. They decided to explore most of the hospital, which took the entire day, so they camped out in some patient rooms, and left the fate of the captives at The Other Ark, for another day.

The Other Ark
Week 7

The group had learned quite a bit about The Other Ark and some of the dangers it held. The Chairman and Rebeth, his right hand mutant, told them they would be heading to the party’s Ark to establish relations, but before they could leave, they PCs were approached by Krin – a Stalker from The Other Ark.

Krin filled them in on what was happening with the men, how the Other Ark’s power operated and more about their struggles with the Zone Ghouls. In the end, she asked them if they would aid her in overthrowing The Chairman. To begin, they needed to talk to the lead Gearhead – Naphta and see if they could get her on board for the revolution.

The group talked with Naphta, but in the end, didn’t feel like they could do it. They ended up getting on a War Bus with Rebeth. The bus from the old age, covered in armor and spikes, with a cannon mounted on top carried them back to The People’s Ark. The trip back was uneventful, and when they arrived, all The People came out to greet the newly discovered tribe.

As promised, Rebeth brought the medicine to cure The People’s Zone Fever, and a supply of dried meat as a gift to establish relations. The group held an Assembly and during it, Jeff lobbied hard to get a leg up of trading with the new neighbors. The player characters tried to counter Jeff’s lobbying, but failed, and Rebeth spent the night in Jeff’s compound.

The next day, an Assembly was held, and during it, Jeff pressured Juey to have his group start work on a Slave Market, promising to then sell Tatianna to Juey. The group decided against this, and in the end even Juey worked on Croplands instead. After watching and learning from the people for several days, the people from The Other Ark decided to return home, only to find that someone had stolen their fuel supply (Jerrycan with 10 doses of gasoline (Artifact))l Rebeth was furious, and the party came up with a plan to make her believe that “automatons” had stolen it, and the plan worked. The visitors ended up siphoning the fuel from the flamethrower to get home.

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.


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.