Savage Rifts: Chronicles of the D-Bee-Ain'ts

The Liberators

Returning to Forts’ Myth with additional team members, supplies, and materials to help build the town, Floopmaster Phlipp and the D-Bee-Ain’ts receive an alert from the town of Jazz-Parr. Investigating, they find that there are CS troops from El Dorado and from Lone Star. As the heroes engage with a patrol from El Dorado on a ridge overlooking Jazz-Parr, the Lone Star CS troopers open up on the Dorado troops in town and then begin loading captured D-Bees on to transports.

Leaving several of the Dorado soldiers alive, the DBAs head to the town and engage with the remaining troops, preventing the last transport from leaving. They then, systematically, took down each of the other transports, eventually tracking them to their source, a makeshift base in El Dorado territory staffed by Lone Star soldiers.

The team managed to lay down an assault on the base, stealing a Death’s Head transport to evacuate the would-be captives, with Phlipp vowing to get to the bottom of it all.

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Issue 2: Judgement Day

As Floopmaster Phlipp and Sir Chewy head back to Castle Refuge to request that the Tomorrow Legion sanction Forts-myth as an official outpost of the Legion, peace talks are underway between the Simvan and Psi-Stalker tribes that are nearby, with representatives of each, High Chief Flurkold and Beqi Wentz, respectively, present for the negotiations.

As discussions begin to deteriorate, the meeting is interrupted when a townsperson arrives having been bitten. Rapidly determining that it is a zombie attack, the D-Bee-Ain’ts, including Doc Jonez, Protectra, Sergeant Kitaur, and Kezzelvorne are joined by Flurkold and Wentz in repelling a massive zombie attack. During the assault, the zombies coalesce into a massive barrow golem. Still, the team makes short work of the monsters and Doc Jonez manages to locate the source of the zombies in a bunker beneath the old cemetery where a necromancer prepares some other spell.

The D-Bee-Ain’ts and the ambassadors locate a hidden entrance to the massive bunker, defeating the undead monstrosities that guard the escape route and confronting the necromancer, Cynthiea Vexx. Vexx informs them that the spell she has been casting is one of control, but before she can explain further, Kitaur blasts her to nothing with his boom gun, hoping to destroy the unknown monster that lay behind her. When it becomes clear that the creature is still intact, Kezzelvorne blasts the area with her flame breath.

However, the unknown foe reveals itself, having sustained only minor damage, as Hanging Judge Issac Parker. It senses the guilt among the assembled group and threatens them, initiating an attack. After a brief battle, the D-Bee-Ain’ts manage to gain the upper hand, but Doc Jonez locates the Vexx’s notes on the creature she has transformed Parker into and realizes that the reason she wanted to control it was because it would have become a powerful force for good. Announcing this to the group, Wentz rapidly requests Parker’s advice in settling her people’s dispute with the Simvan’s, the two having earned one another’s respect. Parker agrees and a treaty for peace is written based on mutual trade agreements.

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Issue 1: Local Heroes

Floopmaster Phlipp and a crew of D-Bee-Ain’ts; including the faithful Grackle Tooth, Sir Chewee, the D’Norr Ley-Line Walker, Phaedon, the Lyn-Srial Cyber-Knight called Protectra, the Kittani Glitter Boy pilot called Kitaur, and the dragon name Kezzlevorne; are assigned to help out the people of the town of Fortsmith, where the former U.S. Marshals Museum stands relatively intact. Arriving, the team discovers that Brodkil demons have taken the museum, recently, killing those who were helping to restore the structure and terrorizing the townsfolk. With the help of the Sheriff, Narene, and Mayor Brendeh Burke, the D-Bee Ain’ts manage to enlist the assistance of the head of the Museum reclamation project, Jorge Manico. They use Jorge’s knowledge of the interior of the building to determine an attack plan.

Assaulting the Brodkil in a pincer move, the team makes short work of the demons, but soon discovers that there had been a Shifter trap left behind, a summoning circle that brought a Thornhead Demon into the Museum! Clearing the way, Kitaur uses his Boom Gun to blast the creature, vaporizing the demon’s head. The D-Bee-Ain’ts spike the remains of the Thornhead near the entrance to town as a warning to all those that might cause trouble for Fortsmith.

Over the course of the next few days, Phlipp and the team also manage to broker a peace between the people of Fortsmith, and the nearby tribes of Psi-Stalkers (led by Yan the Imperfect) and Simvan Monster Riders (led by Warchief Flurkold). As a result, the team is offered the chance to stay in Fortsmith and help rebuild the Museum into the newly established Fort Marhsal.

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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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