The Age of Worms - A Sin Eater Chronicle

Road Trip!

Sarah and Picasso make the short trip to New Orleans to speak with Clio in person. They discover that the dark spirit encountered in the basement is a Bird of Dis. Clio only knows this because another of her kind, Monique Kim, had visited the Ordo’s chapter house in both St. Louis and New Orleans looking for information on them.
Since it seems that Monique most resembles an expert on the Birds of Dis and the only viable source of information, the characters decide to pay her a visit. The address Clio provides is in Urbana, IL, a strip club. Road Trip!
Unfortunately, Mason seems to be M.I.A., that is Missing by way of Internal Affairs.
The characters drive. Once they see the city in the distance, perhaps only a mile outside of town, it hits them. Champaign/Urbana radiating an aura of death stronger and unlike anything they have experienced before. Driving into town they notice easily three or four times the normal number of the restless dead as normal. Almost everywhere they look, the stains of violent death, deprivation, and sheer un-luck permeate the landscape.
Pulling into the parking lot of the strip club, Picasso sets up his boneyard and locates who he believes is Monique, in a cellar basement under the club. He also locates a feral looking vampire approaching the basement, ripping the steel door off its hinges, and getting gunned down by two apparent bodyguards.
Watching the guards put the body in the trunk and return to the basement, Sarah in a usual moment of forthright impulsiveness goes into the basement and knocks on the inner steel door.
After a tense few moments, the characters are invited in and talk with Monique. She tells them she has been searching for information on the Birds of Dis because they are associated with how she became kindred. She wasn’t created by a vampire as usual by somehow by one of these things. She says that if they help her by providing her with information on three of the city’s supernatural inhabitants she will tell them everything she knows about the birds and give them access to what may be the largest occult library in the United States.
Adding to the weirdness, the characters see what seems to all appearances to be Monique’s ghost hiding in the corner of the basement. The ghost jumps anchors and leaves before any interaction is had. Believing they can help, Monique confides that she has been experiencing missing time for a couple of years now.
After a long day of driving and a tense meeting with Monique, the party heads off to find a hotel room.

An Unexpected Phone Call

The portion of the campaign wherein Mason is contacted by an old associate. They find bodies in the basement as well as a Bird of Dis, swiftly dispatched. But who was the “arrogant one” that summoned the bird?

The Story Thus Far....
The Necromancer's Workshop

In the middle of a shallow lake sits an oil platform. The characters arrived at night and, noticing that there were lights on, decided to do a little reconnaissance. William and Sarah sneak up to the platform and discover what seems to be naked dead guys milling about the service walkways.
Undaunted, the characters begin climbing onto the platform and during the fight discover the unusual bulges in the corpses’ bellies are due to a car battery having been implanted there, wires and crude control circuits of vacuum tubes are also evident.

The Story Thus Far.
The Feral Dog Roadhouse

Tracking down some leads about the KAR, leads the characters to the Feral Dog Roadhouse, the KAR’s hangout.

The characters break into the office of Malcom Smenk and discover that among his properties one, a natural gas platform, has recently had the power turned back on. They decide to investigate.

The Story Thus Far
The Bunker of the Long Night

On the way back to Baton Rouge after dealing with a favor for Clio, the characters stop at a greasy diner and overhear a local sheriff. It seems he has covered up another local murder, not out of malfeasance but because it seems supernatural.
Investigating, the characters discover the ruined remains of a bunker once belonging to a religious cult called the Long Night. Believing that the apocalypse had already started the group built and descended into their bunker to wait it out. In a bloody federal raid that made Waco seem quite tame the cult was wiped out and the bunker fell into disrepair.
Since that time local teenagers would use the place as a party spot or sometimes as a place to show their bravery by spending the night inside. It was believed to be haunted.
In fact it was. In the years since the raid nearly a dozen teenagers have died there, apparently killed with a shotgun. Though the victims showed powder burns and clear gunshot trauma, no evidence of any pellet or shot was ever discovered. There were likewise no real suspects, no motive, and no sane leads.
During their exploration the characters discover Timmy, the ghost of a 10 year old boy who died from a shotgun blast to the face. A member of the Long Night, he has been guarding the bunker from “sinners” since his death by federal agents. Partying teens certainly fit the bill.
Before he will even consider moving on he has an issue to resolve, his father, brother, and sister have been stolen and he wants them returned. He directs the characters to the backwoods home where he grew up and indeed the family cemetery was recently plundered and bodies stolen.
While investigating, William was attacked by one of the bayou’s stealthiest alligators. After dispatching the beast it is discovered that William was not its first human victim. A partially eaten arm, still only a few days fresh, was discovered. A tattoo on the arm linked its owner to the Knights of the Aryan Resistance (KAR), a local neo-nazi group.

Welcome to your campaign!
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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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