Wednesday, August 24, 2016

Campaign Diary: Session 12

Previously, on The Broken World Campaign...

The heroes  decide to stick around the Expeditions Unknown HQ building to see if Vayl Naris, the sorceress wanting to explore the dying dwarf mining island, would leave to go to an inn so that they could intercept her and talk her out of booking passage with this bunch of pirates, but after a short while they see the crew of the Aether Ryder prepping the ship for launch and it looks as though they won't be able to stop her from going with the pirates. Bantu decides to do a little invisible recon and overhears some crew talking about the weird oily book that the others had brought back and how the crewman Nik who had given it to Gates to take to wherever (presumably to Krais) had been acting weird ever since.  Bantu then sees a drow woman walking toward the dock with Vayl and bragging about how fast her ship was and wanting up front payment, which Vayl provides.  Vayl decides to go back to the HQ building until the ship is ready for departure and Bantu follows her.  Inside the building a strange event unfolds as one of the crew sitting off on his own is confronted by another crewman who accuses him of slacking.  The lone crewman turns and suddenly the accusing crewman flies across the room and smashes up against wall with a bloody crunch and drops lifeless to the ground.  The attacker, who others in the room call Nik, then starts attacking others, including Vayl, who attempts to protect her colleagues but is paralyzed by Nik's oily hand.  Bantu, now close enough to see Nik, sees that his eyes are completely black and inhuman looking.  Another two crew members come down the stairs, a bard and a wizard.  The bard starts to move, but before he can the wizard shoots a fireball at him, burning the bard badly, killing another nearby crewman and setting a table on fire.  The wizard also has solid black eyes and the weakened bard tries to attack her but his spell is countered by the wizard and she fires a lightning bolt at him, smashing him against the wall.  

Meanwhile, outside the Expeditions Unknown HQ, the other heroes hear the explosion inside the building and move to investigate.  Brahm has to put a nearby town guardsman to sleep and Solomon gets into a fight with the two guards at the front door.  Norro comes around and enchants one of the door guards to take him inside where their belongings may be stored and sees the fight going on inside the building.  Bantu is trying to get Vayl out but the black-eyed Nik is trying to paralyze him, or worse, with his greasy hand.  Brahm and Norro start flinging magic around, the black-eyed wizard inside snaps the neck of the bard crewman with inhuman strength and fires off some magic missiles at them.  A short fight later, black-eyed Nik is dropped and as he lay on the floor, a strange black oily substance flows out of his eyes, ears, nose and mouth and begins moving on its own towards another body.  The heroes move away from it and Bantu manages to scare off the wizard with Discordant Whispers, who flees into the basement of the building where their stolen property is likely located.  The heroes must now decide if they want to follow her into the basement, as the commotion caused by their fight and the crewmen that managed to flee will soon alert Captain Ryder and the other crew to come investigate, not to mention the soon to awaken town guardsman laying on the street outside the building where Brahm left him.

Thanks to the weird internet/computer/power loss gremlins that plagued us last night (I'm pretty sure were sent by Brian to sabotage the game because he couldn't play), we didn't get as much done as I'd hoped, but we'll see where these events take us next week.  In the mean time, I have some troubleshooting to do on my PC, which I've decided is not functioning properly ever since the Windows Update from 8/16/16, so I'm going to try and reinstall the last good version and see if that clears up the PC problems I'm having.  F*cking technology!    

Monday, August 22, 2016

Campaign Diary: Session 11

Previously on The Broken World Campaign...

The heroes decided to pay a visit to the pirate, Captain Gates, that has been harassing Kern because they learned that he, or rather men in his employ, had gone to a brothel that Solomon works at when he’s not adventuring and bragged about robbing the place. So the heroes go to the town of Greed where the business is located and scout it out. They find that the place is crawling with the Gates’ employees and since they were short a man (Solomon had to work and said he'd catch up later) they decided barging in was not the best plan so they went to a nearby bar and started to gather information. Bantu found a guy named Pasark that is a fence and after some questioning to try and ascertain the whereabouts of the Life Equation tablet & Kern's stuff, he learned that Gates himself is not in town, but one of the captains of his other ships is, a woman named Ryder. The heroes decide to try and sneak into the Expeditions Unknown building at night, but since they don’t have a rogue they decided to see if they could hire one to scout the place out for their employer Kern’s stolen goods and maybe signs of their employer. They didn’t think he’d be there, believing that Gates probably handed him over to councilwoman Krais.  So the heroes decide to hire a roguish guy named Saalie in the bar that seems to have a grudge against Gates, and so they arrange to meet later after the rogue has a chance to sneak in. The heroes had several hours to kill, so they walk the streets of the area and the nearby docks to get a feel for the area in case they have to hide out or make a quick getaway. At the docks they see one of Gates' ships docked, the Aether Ryder, which looks like its being prepped for a voyage, but is under guard as well.  Eventually they head back to a spot where they can watch the Expeditions Unknown building until its time to meet up with their hireling. Unfortunately, a few hours later, they watch from a distance as the rogue is roughly carried out of the building by a couple of Gates’ men and handed over to the town watch, who take him away. And one of the watch, a sergeant by the looks of him, is now stationed at the corner of the building. The heroes now realize that they have to sneak into the place themselves and that the rogue probably gave them away to the town watch so they had to avoid the sergeant and get out of town as quickly as possible. 

Campaign Diary: Session 10

Previously, on The Broken World Campaign...

Your heroes just finished rescuing a number of people from a Neogi slaver ship and have resumed your return trip to Tradeport.  You learn that your guests were on an Ordo Arcanis ship that was delivering the red-skinned and horned female that was nearly killed by the neogi.  Upon awakening she introduces herself as Vayl Naris and she was en route to Tradeport to consult with a colleague, the dragonborn aetheronomer Rogan.  Also aboard the ill-fated Ordo Arcanis ship was the mage that was sent to tutor Brahm, but he was slain in the initial neogi attack.  

[I forgot to mention this next part, so I'm setting it apart so that you know that this is new information]  

When you first saw Vayl, you were unsure of what race she was.  She had red skin and horns, so you may have assumed that she was a tiefling, but upon getting a closer look at her, you see that she is missing several tiefling features.  Your small talk with her reveals that she is actually human, originally hailing from the Kingdom of Anduin.  Apparently her skin tone and horns are the ways that magic has marked her.  

You tell Vayl of your acquaintance with Rogan and she then discusses her mission with you on your journey back, telling you that she only intends a short visit with Rogan because her actual mission is time-sensitive.  She is en route to an island in the province that had a dwarven mine that had to be evacuated very recently because it began to lose its air envelop at an alarming rate.  She said that she has been studying the phenomenon of living islands losing their capacity to support life and this incident had provided her an opportunity to study it as it occurs.  She convinced her superiors in the Ordo Arcanis to fund her trip to this island so that she may try and determine what may be causing the rapid deterioration of life-sustaining energy.  Bantu questions her about her thoughts on the Life Equation, but she seems to know nothing about it.  He also mentions extra-terrestrial causes (as Leikner had witnessed) and she did not subscribe to that theory, but didn't discount it.  She said that her working hypothesis involves the existence of a ley-line network connecting the living islands and providing them with life-sustaining energy.  She believes that the islands that die, or are dying, are somehow losing their connection to this network.  She's been working on a thesis, but has lacked any hard evidence to support her theory, which she hopes to gain on this expedition.  Your group suggests that perhaps they may take her to the island and help with her investigation, but she politely declines, stating that she has already reserved passage with a company called Expeditions Unknown, which operates out of the city of Greed on Tradeport.  You caution her on the reputation of that business as pirates, and she considers your offer and says that she will look you up when she concludes her business with Rogan.

Upon arriving at Tradeport, Vayl departs with her surviving crew and says that she'll return probably later that evening or night.  You all disembark and notice that Kern has not come out to meet you as he usually does.  You search the port and find no sign of him.  You decide to go up to his house and discover the front door ajar. You enter and find the place a shambles, with broken furniture indicating a fight had occurred.  Kern's guardian golem stands in the parlor.  In the next room, the secret door leading to Kern's sub-basement where his vault is has been revealed and opened.  You descend into the sub-basement to find all of Kern's personal possessions gone and the vault open.  Within the vault, the evil book that was encased in the glass cube is gone, as are the stone Life Equation tablets.  You search the place for clues and find large footprints from a very heavy intruder and Kern's keys.  You also note that the stairwell leading down to the cellars have markings on the walls, as though something large and made its way down and back up, scratching up the walls in the process.  Your return to the main level and observe scratches on the golem's shoulders, suggesting that it was what had descended the stairwell.  Norro notices on the back of the golem's head a strange object attached to it.  As he does so, the object begins to glow and the golem animates, attacking you all.  But after a short fight, Norro manages to pull the object off the golem's head and Leikner crushes it.

The object was a scarab-shaped and apparently enchanted to override Kern's control of the golem and use it to attack the dwarf and to break into the vault.  Signs of blood droplets lead from the house to just beyond the gate where they end at an area that has wagon tracks in the ground, suggesting that Kern was placed in the wagon and taken away.  The trail is lost at the main road that leads both to and away from Tradeport, so the wagon could have gone either way.  You go into Tradeport to see if you can ask around to see if anyone knows what happened to Kern.  Solomon learns from his brothel contacts that a couple of the pirate Gates' thugs were bragging about having a way to break into Kern's place and rob him blind without having to set foot in the house.  The rest of you decide to pay a visit to Kern's main buyer, the orc merchant named Trog One-Arm.  You find Trog in the tents lining the street in front of his shop, "haggling" with a customer who he had held upside down by the leg with his one arm.  The customer agrees to Trog's terms and is dropped before Trog noticed your presence.  After hearing about Kern's disappearance, he suggests you go inside to talk privately and he takes you to a back-room in his shop, but before he does, he stops a old woman dressed in rags from shoplifting, throwing her roughly into the street.  Strangely enough, the old (and apparently hardy) woman picks herself up, calls Trog a bastard and leaves.  Inside the shop, Trog tells you that Kern's main enemy is Councilwoman Krais, who he once adventured with in an adventuring company called the Salvage Crew.  Apparently, the enmity between the two started when the crew discovered an evil book on their last mission together.  The majority of kern's group wanted to find a way to destroy the evil book, but Krais wanted to use it and learn from it.  Kern refused to let her use the book and had it sealed away in his private vault.  Krais left the group (which disbanded shortly afterwards) and used her considerable adventuring wealth to buy a position on the Pirate Council of Tradeport.  Since then she has been making Kern's life as difficult as possible, trying to find a way to get the book.

As the group discusses Kern, Leikner makes an observation about Trog's un-orcish manner and abruptly accuses him of being something other than an orc.  Trog laughs off the accusation and ends the meeting to attend to his customers.  

Meanwhile, outside the shop, Solomon makes his way to Trog's shop and sees Brahm outside.  Solomon window shop a bit while waiting for the others to emerge but then notices Brahm enter the shop and a strange cloaked fellow follow.  Solomon starts to go in, but then he spots Brahm outside the shop by one of the tents.  Brahm signals to Solomon that they're being followed, so the two go into the shop to see who the cloaked stranger is and why he's tailing them.  The two enter and find the cloaked stranger searching for Brahm, fooled by the gnome's illusion.  Brahm manages to paralyze him with a spell and finds that he is a young man that was hired by someone across the street to keep an eye on your group and report back.  Solomon runs outside the shop but the man who hired the boy is gone.  

The rest of your group emerges from the back room to witness this scene.  You let the boy go and get ready to leave when you notice the old woman from the street in the store, obviously stealing as much as she can stuff in her rags.  Norro attempts to question her, but she becomes violent, accusing the "pointy-eared bastard" of trying to rape her.  Trog hears the commotion, grabs her by the leg, turning her upside down and shaking out all of his goods before again throwing her out very roughly on the street, where she again picks herself up, calls him a bastard, and leaves.  

After this, you all begin to discuss your next move.

Campaign Diary: Session 9

Previously, on The Broken World Campaign...

Our heroes decide to leave the vault of the dwarf lord on the island of the Micronians and instruct the dragonking Ravel to hide the vault.  The heroes then depart and begin making their way back to Tradeport to determine the best way to go about finding the mysterious Life Equation that the spirit of Rann told them was needed in order to save the dying islands.  On the way back they encounter a Catgory 2 aetherstorm which rages on for 15 hours and which damages the ship (but which Norro repairs with his divine magic - well, MOSTLY repairs) takes them severely off course, requiring another 6 days travel to get back to Tradeport.  A few days into the trip they spot a ship that has apparently been attacked and boarded by a spider-like ship resembling the one they saw back at the cultist temple to Mortalas that orcs were using.  The group decide to see if they can help the other ship and bring in Kern's Folly close enough to see that several neogi slavers have boarded the ship and there are many bodies laying about, but one still standing; a female with red skin and horns and casting spells.  The heroes bring their ship in closer and discover that aethermines have been scattered about the area.  One slams into the Aft of the ship and blows a hole in the hull.  They decide to bring the ship to a full stop before any other mines are attracted to them and they then take to the aether and swim over to the other ship to surprise the neogi.  Once one or near the ship, they attack the spider-like creatures and seem to have surprised them.  Solomon and Leikner take the lead, assaulting the neogi with their weapons while Norro sees to the now-fallen mage and Bantu stays back in the aether to cast spells.  It seems that the fight goes well for the heroes until one of the neogi uses magic to enslave Solomon's mind and turns him against Norro.  The neogi attempts to escape back to its ship but Leikner follows and attacks.  The neogi that have already retreated decouple the spider ship from the other ship and begin backing away from it, apparently attempting to depart.  Bantu casts a spell that causes Leikner's neogi to run away from him, and Leikner takes that opportunity to save the human that it had taken and return back to the other ship.  Then from below decks, a monstrous umber hulk emerges and takes Solomon from behind, hurting him enough to allow him to snap out of the neogi's enchantment. Bantu casts a spell to cause the umber hulk to flee in fear momentarily, and the creature goes back down below deck.  Bantu notices a strange plume of energy erupting out of a hole in the deck and surmises that this is an ominous portent and urges everyone to collect the unconscious and swim back to Kern's Folly.  And none too soon, for when they gain some distance from the mage's ship, it explodes, releasing a powerful shockwave through the aether, causing Kern's Folly to rock violently for a few moments, but escaping the brunt of the blast.   The session ends with the heroes caring for the wounded.

Campaign Diary: Session 8

Upon completing the looting of the Stonebreaker vault, the heroes spend time sorting out their goods and learning their properties.  Meanwhile, Bantu and Leikner decide to follow the dragon king of the Micronians that live on the island below, down to the surface to see what the nature of their troubles are with the dark forces of the land of Molnar and its ruler, the dark lord Wrathmar.  The two heroes are lowered down but find, to their surprise, that they begin shrinking to the size of Micronians when then pass the cloud layer of the island.  Ravel scoops them up and flies them down to the Citadel of Rann, where they are greeted and revered by Micronians.  Bantu questions Ravel about Molnar to try and ascertain whether or not they are actually undead creatures, but doesn't get much useful information.  He and Leikner state that they need to consult with their companions and Ravel offers the Chamber of the Gods where they may speak with their brethren privately.  He leads them down a long staircase that goes deep into the island and opens to a vast chamber filled with what appears to be glowing incarnum crystals.  There they discover a disc bearing another portion of the Equation of Life, which they had discovered a portion of in the cultist temple.  

The two are greeted by the "Spirit of Rann" who proceeds to tell them that the island is dying, and what is causing it to die is also affecting all living islands, and they too will perish, for the power of the gods that feeds them is weakening and only by discovering the Life Equation can they hope to repair the damage.  The spirit takes Bantu and Leikner on a tour of the aether beyond the Broken World and shows them that there are hostile races living abroad that seek to destroy or assimilate the Broken World.  The spirit points out the Artificers of Yothri and the world of Leng, both of which are currently testing the barriers that protect the Broken World.  Leikner questions the island-destroying object he witnessed and the spirit confirmed it to be a probe of Yothri, which broke through the divine barriers.  Bantu and Leikner are returned to the cavern where they collect the stone bearing the equation and return to the surface where they ask Ravel to transport them back to their ship to consult directly with their fellow "gods."  

Upon returning above the cloud layer, the two return to their normal size and report back to the rest of the group on Kern's Folly.  They take an interest in what was discovered in the Chamber of the Gods and desire to see this for themselves, so the group returns to the surface, only to find that they somehow possess the power of gods.  They retain their enormous sizes relative to the Micronians and display the ability to make anything they can imagine into reality.  They see the army of Molnar approaching the Land of Rann and the group proceeds to destroy the army rather easily.  They then travel to the dark fortress of Wrathmar where they shrink down and enter the dark tower where Wrathmar hides the tablet bearing the Anti-Life Equation.  They destroy many undead effortlessly and face Wrathmar, turning aside his attacks with ease and banishing him into his own gate.  

Taking the tablet, the group returns to the Citadel of Rann where they are greeted by the cheers and adulations of the Micronians.  They ask to enter the Chamber of the Gods, but when they descend into it they discover that half of the incarnum crystals seem to have burned out and they deduce from this that the crystals were powering their "god powers." The Spirit of Rann returns, informing them that their reckless use of energy drained half of the remaining power that gives the island life, leaving perhaps 5 years of life remaining.  The spirit provides the remainder of the group the same tour, but taking Norro beyond the aether and to the very edge of the universe to show him the GodWall - the sphere that separates the universe from the Entropy beyond - the force that destroyed their world and seeks to destroy the entire universe.  It tells the group that they should seek out the Elder Races: The Fey, the Dragons, the Titans, and the Elementals, to find the rest of the Life Equation for they were entrusted with the knowledge but were scattered when the world was sundered.  

The group decides to forego the celebrations of the Micronians, ask for a ride back up to their ship and ponder this new information.

Campaign Diary: Session 7

Previously, on The Broken World Campaign...
Our heroes face a walking furnace and realize that the lever they failed to pull in the adjoining room may have prevented this thing from activating, so while Brahm and Norro keep the golem busy, Leikner rushes into the next room and pulls the level.  The furnace golem drops it's anvil-hammer and resumes its position as an inert furnace. The group is then joined by Solomon, who discovered to his dismay that the vault is trapped.  

The group proceeds to the next chamber where they find a tobor that is inert and in a state of disrepair, as the parts and tools strewn about the room suggest.  The tobor has a name plate indicating it to have been manufactured by House Calderon - a powerful house in the Confederacy of Agrivaar that is located in the cold zone of that region, so this tobor is far from home. Continuing on, the group enters another room which appears to be empty, but Solomon and Leikner inadvertently activate a sliding wall trap.  Leikner uses Stonebreaker to carve out a niche in the wall where he and Solomon can huddle together as the walls quickly close in on them.  After a few uncomfortable moments, the walls return to their original position, but Solomon accidentally trips the trap again, but this time Leikner manages to smash all the way through one wall, stopping the trap.  They break back into the adjoining room, get Norro and Brahm and continue onward into the next chamber, which contains a number of suits of armor on display and a beer fountain.  

They continue on to the next room and find two more levers, which they pull and exit.  In the room adjoining the beer fountain chamber, a pit of acid is bypassed by a ramp that was activated by the heroes, leading them into the next room.  Within they find 3 sarcophagi protected by a shield guardian.  Opening each sarcophagi, they find the skeletal remains of the master builders of the vault and a few of their possessions, including a headband that controls the shield guardian.  In the next room they find a way to the center of the vault where the treasure of the dwarf lord is found.  They proceed to pull out the treasures they can carry and find another lever at the center of the room.  They pull it and hear some grinding noises coming from elsewhere in the vault.  They then begin to take the treasures out and on the way out they decide to do another walk through, where they find a door to a hidden room has been revealed.  They enter to find a mirror-like sphere hovering in the center of the room.  Leikner touches it with his hammer and the mirrored sphere melts away to reveal a circle of floating incarnum crystals surrounding the Serpent Crown, which immediately attempts to coerce Leikner into putting it on, but he manages to resist and the group exit the room hastily closing the door behind them.

Meanwhile, Bantu has been stuck in the Spelljammer for hours but when Pops tells him of activity on the surface of the small island, they learn that the seemingly deserted island is actually home to a tiny people called Micronians and that the island is known as the Land of Rann.  The Micronian's leader, a dragon-like creature named Ravel, flew up to Kern's Folly and sought an audience with the king of the gods, so Pops took them to Bantu.  Ravel is a tiny creature and with it 20 or so even smaller airships follow it.  Ravel uses magic to address Bantu, and pleads for the gods to not destroy their world or to take sides with the dark forces of Molnar.  Bantu attempts to convince Ravel that he is not a god, but the tiny creatures are seemingly unable to comprehend that he and the crew are anything but gods given their immense size.  Bantu become interested in the Micronians and asks Ravel to educate him on their history.  Ravel sends the airships back to Rann and spends a few hours speaking with Bantu about the history of Rann, which apparently began 1000 years earlier, which coincides with the Great Devastation that sundered the world.  Bantu excuses Ravel to rejoin his people and is relieved when the others return from the vault so that he may extract himself from the Spelljammer helm.  

The heroes then spend the next several hours making trips down to the vault, extracting the vaulables and storing them aboard the ship.  Bantu informs the others of the Micronians and the crew must decide what to do next.

Campaign Diary: Session 6

After burying the old dwarf Torm Stonebreaker you take his stuff and head back to the ship to decide on the best way to get the vault off of the chains and someplace where you can figure out how to open it.  You take your ship up and over the island and park is just outside of the air envelop surrounding the island and directly above the suspended vault.  Bantu climbs down to inspect the vault and finds that all six sides have runes engraved into it's edges with symbols that Norro later determines to be Dwarven Runes of Heritage - each rune representing a way of life for the clans, such as mining, brewing, masonry, gemcutting, forging, etc.  There are some 20 different runes represented and the pattern they are engraved into the stone vault is the same on each side.  You discuss the possible combinations, making trips down to the vault to get a better look at the runes.  

You then realize that you have piqued the interest of the various parasites that crawl out of various fissures along the back of the Gargantua.  You start to figure out how to unhook the chains when you realize that the key that you were given unhooks the chains from the end that is looped around the creatures spines, so you take the ship out over the first spine and Leikner climbs down to unlock the chain.  With winds buffeting him and parasites crawling up the spine towards him, Leikner manages to unlock the first chain and the crew pulls it up to the ship and attaches it to the hull.  You move the ship over to the second spine and repeat the process, again avoiding the parasites.  Attaching the 2nd chain to the ship causes the last spine to shatter and release the chain, allowing you to leave the island as the Gargantua momentarily stirs then settles back down.  

You take the vault to another island thinking that you'll set it down to inspect, but you realized that doing so would hide the runes on the bottom, so you decide to take the vault away from the Gargantua and to an island where it can be inspected without danger of waking the monster.  You fly into the aether for a few hours and find a small living island and you suspend the vault over it, climb down and begin using different combinations of the runes that you saw on Stonebreaker: the warhammer heirloom that was Torms and that Leikner decided to use for the time being.  The warhammer turned out to be magical and has properties that are suited for smashing stone, but its surface runes included 4 of the Heritage symbols that represented the Stonebreaker clan's heritage, which were Mining, Stonemasonry, Brewing & Gemcutting.  You start trying those 4 runes on the vault and eventually figure out the proper combination which causes an opening to appear at the top of the vault with a stair leading into it.  

With Bantu in the Spelljammer helm and only 3 charges remaining in your incarnum crystals, he decides not to disconnect, leaving Brahm, Norro and Leikner to explore the vault.  The three of you enter the vault to find that the interior is much larger than the exterior could possibly contain.  You go through a couple of doors before triggering a flame trap that burns Norro, but leaves Leikner unscathed.  You figure that the clan's warhammer protects the half-orc, so Norro and Brahm hold onto the weapon and pass through the room without triggering any further traps.  You wind through a few chambers before finding a room containing a forge and some items associated with forging.  You pass through a nearby door and find a lever in a small triangular room.  You decide not to move the lever and go back into the forge room to its other door, only to trigger the activation of the forge golem that was disguised as the forge.  It moves to attack...

Campaign Diary: Session 5

Previously, on The Broken World Campaign...

When last we left our heroes, they had set sail for the island where the vault of a dwarf lord is said to be hidden. Halfway there, they discover a ship following them. Pops tells them that it is possibly the pirate Gates, who was responsible for the loss of the last crew of the Kern’s Folly. The heroes decide to take the ship into the dangerous phlogiston in hopes of either losing Gates or that he won’t follow. Their plan appears to pay off as the pursuing ship does not enter the phlogiston. The heroes continue on their journey and find their way to the area where the map provided to them by the priest Walken indicates the location of the island to be and there they find a small island with a massive, horned creature laying atop it. The creature nearly covers the mile-long island and is the largest beast they’ve seen yet. The creature appears to be sleeping or dead as it lay unmoving and giving no signs of life, but they do note that there is a stone cube that has been suspended by chains from the creature’s horns along its back. They fly the ship around the island, taking note of the nearby smaller living islands that have wildlife and one in particular that is home to a Roc. As they circle the main island, they note that one side is rocky and has caves leading into the island while the other side has an opening with water flowing out and a wooded area that has a hut within it. The heroes decide to pull their ship alongside the island to disembark and see who lives in the hut. As they travel through the woods, they see humanoid tracks on a path and follow them. They are soon attacked by a flock of blood-sucking stirges, but the creatures are quickly dispatched thanks to the magic of Brahm and Bantu. They continue onward, finding a small pool with a fishing pole set in place beside it. They continue following the tracks to the hut and find it occupied by a lone, aged dwarf, dressed in rags and bearing a Warhammer, seemingly a bit maniacal, demanding that they leave his island. Only Norro knows dwarvish, so he attempts to calm the dwarf down and succeeds in doing so. The dwarf offers to feed them fish and takes off down the trail to the fishing hole, where he pulls out a fish trap of his design. As the dwarf collects the fish, he becomes alarmed at rustling in the nearby trees and a large, tentacle monster erupts from the trees and attacks. The dwarf runs away as the heroes face the monster and after a fight that nearly took out Solomon, they manage to kill the monster, dragging it’s corpse back to the dwarf’s hut. The dwarf then takes the monster’s tentacles and traces a line around his hut with the monster’s blood which he claims will keep others out. He says the thing is a parasite that comes from the sleeping Gargantua from the cliff above and that they mostly stay up there but occasionally make their way down to cause him trouble. He cooks the fish and the heroes decide to spend the night at the camp, but send their ship away to keep it safe from the night-hunting Roc. They get the dwarf talking and he claims to be Torm Stonebreaker, the son of the mad dwarf king Omus Stonebreaker. Norro knows the legend of the Stonebreaker clan and recites it to the group.
Long ago, during the time of the Aether Wars, dwarven king Omus Stonebreaker became disgruntled with the taxation system of the dwarven clans due to the greed of the High King of the dwarves. Omus, himself a greedy dwarf, became obsessed with hiding his wealth – particularly an artifact that his clan had unearthed in an ancient ruin within one of their mines; an item called the Serpent Crown, which Torm claims drove the king mad when placed upon his brow. Omus ordered several vaults be created and hidden throughout the Archipelago. The king’s mania was tearing the clan apart and bringing down the wrath of the High King. Omus’ son, so Torm – one of the vault builders – took the Serpent Crown and placed it in the vault and then took his crew away and was never heard from again. The Stonebreaker clan was eradicated by the Aether Wars and the High King’s tax collectors and eventually died out, making Torm the last of the Stonebreaker clan. Torm assumed this had happened and took the news solemnly. That night, as the group slept, Torm passed away quietly and the following morning the group finds him dead and bury him. Among his few belongings, they find 500 pieces of gold, an antique set of stonemason tools and his rune-encrusted Warhammer.
The heroes begin contemplating how to get the vault with no door off of the back of the sleeping Gargantua.

Campaign Diary: Session 4

Previously on The Broken World Campaign…
…Your heroes find themselves with two of Gates’ thugs magically asleep after the encounter in Sweet’s Pub. You decide to take them over to Madame Floriol’s to an unoccupied room to interrogate them. Brahm charms them and the thug opens up but doesn’t know much. Basically says that Gates is giving Kern and his employees a hard time because his employer, Councilwoman Krais, is trying to foreclose on a debt that Kern has to her. For some reason she wants his property, but the thug doesn’t know why. You let the two go, despite Leikner’s fuming, and you go about your business for the next few days until you meet with Kern again to get paid. 

As the rest of you restock, Norro gets to work again at the Trinity Temple and manages to get 10 Create Air scrolls from Walken for payment for working at the temple that week. You head back to Sinner’s Cove to meet with Kern. You each get paid 525 gold for your last haul, which seems a bit high considering the items that you got. Perhaps the statue and chair went for more than you thought they may be worth? Norro seems to think that Kern is not telling you something and though you press him about his financial issues with Krais, he basically tells you all to let him worry about the business side of things. 

You all discuss your salvage leads and the most likely one seems to be the closest, which is the lead you got from Walken when he was given a stolen map during confession. The map reputedly shows the location of a dwarf lord’s vault. Upon closer inspection, Kern notices that the island, despite being relatively close to your province, is understandably unexplored since it is hidden within a cloud of phlogiston – a highly flammable form of aether that travelers avoid due to the potential for disaster should it somehow be ignited. Still, the potential for a good haul is great if there really is a dwarf lord’s vault hidden within, so Kern greenlights the operation and tells you all to report back the following day. Leikner and Norro stay behind while the rest of you go get some last minute supplies. 

Norro asks Kern to let him see the tablets with the strange formula on them and Kern takes him to the main house, past his golem-like security guard, though a series of securely locked doors, down into a sub-sub-basement and into his vault. While Kern opened the vault, Norro looked around Kern’s trophy room where there were items including weapons armor and a variety of other items that Kern had apparently picked up in some adventuring career. Norro also sees a globe that he touches and an image of a younger Kern with a wife and child. Kern calls Norro over once the vault is open and Norro studies the tablets, comparing the writing to his own personal sample, which both match. Also, when Norro’s sample is brought close to the tablets, they both glow, even though the tablets did not register as being magical. 

On the way out of the vault, Norro noticed a irritating feeling and the source of it was a glass case in the vault containing a book bound in some kind of flesh, oozing a black oily residue, and with a severed tongue attached to the book’s cover with an iron nail. No writing on the cover or the spine, but the book was clearly evil. Norro leaves and goes to his loaned cot to rest the night. During the night, Leikner is visited by nightmares and the vision of the large, cloaked stranger that Kern said visited him before. The stranger only said “My son, I’m coming for you” which woke Leikner up. 

You all congregate back at the Salvage Company’s floating island dock and once the ship is prepped and stocked with supplies, you cast off, sail her out of the air bubble surrounding Tradeport and then open up the Spelljamming helm and speed off towards the dwarf lord’s hidden island. The first day is uneventful and you practice taking turns at relieving each other at the spelljammer helm without disconnecting from it, but one try fails using up one of the 5 remaining incarnum crystal charges. With 4 remaining you all extend your turns at the helm, risking exhaustion, to preserve the crystals and avoid another inadvertent shut down of the helm. 

On the third day of travel, your lookout notices a ship trailing you. Pops uses his viewing glass to confirm the ship but is unable to make it out. You did learn that Gates had left Tradeport the night before you departed, so there’s a chance that he’s the one following you considering he has done it before and, according to Pops, that’s what did in the last crew of Kern’s Folly. You discuss your options and Solomon comes up with a crazy plan to fly into the phlogiston, get into the island’s protective envelop and ignite the phlogiston as the other ship approaches. None of you are sure what will happen, but it is certain to be as flashy and foolhardy a ploy as ever conceived in the history of spelljamming.

Campaign Diary: Session 3

You spend a week in Tradeport, each doing your own downtime activities. Solomon is hired by Madame Floriol’s Red Room as security for her girls; Bantu spends time between visiting the local dragonborn astronomer (aetheronomer?) and weaving compelling tales in Sinner’s Cove. Norro visits the Trinity Temple and is essentially pressed into taking over the day-to-day operations to give the lead cleric, Walken, a mini-vacation that he spends in Sinner’s Cove “saving” people in the brothels and gambling houses; Bantu spends his time between the town of Nightfall and the observatory, studying history texts for some leads on potential salvage jobs, and Leikner makes inquiries regarding this cloaked stranger that “smelled of death” that Kern warned was looking for him, who may or may not be a ghast or similar type of undead according to Walken.

You come up with a few potential leads: 
  • Rogan expressed interest in a site located in the Gap of Vaag, about 100 aether leagues from Tradeport, which reputedly is where the remains of an ancient dragon can be found. 
  • Rumors of the legendary “Golden City” place the island within 30 aether leagues of Tradeport, but further research reveals that the city that is supposed to be made of gold is actually the refuge of some nobles from the old Five Kingdoms (now the Confederacy of Agrivaar) who wished to escape the oppression of the kingdoms and the violence of the wars and they moved their fortunes and assets to this remote island in another region to do so. They specialized in creating Tobor; the race of sentient clockwork and warforged constructs. The historical writings indicate that the last known visit of the island showed that the island itself died, having lost its air bubble and all humanoids upon it were dead, but nothing is written about the fortunes of the nobles or the fate of the tobor living there.
  • Walken gives Norro a map that he was given by a thief that had wanted to repent for his thieving ways. The map supposedly leads to the secret vault of a dwarven lord. Upon reviewing the map, it looks like the island it is supposed to be located on is within 5 aether leagues from Tradeport.
When you all gather at Sweet’s Pub to find Walken to take his temple work back, you see the pirate Gates and half a dozen of his thugs enter the pub and start to bully the patrons around. It gets ugly when the barmaid is manhandled by one of Gates’ thugs and her boyfriend, who happened to be in the bar, and is stabbed by the thug that was groping his girl. A fight breaks out, Gates leaves the bar and you end up sleeping two of his thugs and killing the rest. The boyfriend dies.

After the fight, all of the light in the bar dims and you see a dark robed figure appear. He addresses the owner, Sweet, saying something to the effect that he’s here to collect per their agreement. He waves a hand and the corpses of the dead disappear. The robed man tosses something to Sweet and disappears. When you question Sweet about him he says that he is a dark wizard that deals in death magic. The wizard’s name is Blackmoor and he has apparently forced all business owners in Sinner’s Cove into an arrangement whereby he is somehow instantly notified when a death occurs in their establishment, he appears and collects the bodies for some dark purpose that Sweet doesn’t know, and then gives the owner a copper piece with the symbol of the Reaper engraved upon it. This has been going on for the better part of a year and Sweet is none too happy about it and the Tradeport Council is doing nothing about it either.
You are left with two pirate thugs snoring and tied up and a few potential salvage job leads.

Campaign Diary: Session 2

The Salvage Crew enter the last section of the temple and discover a room containing some old relics including very old parchment, scrolls, pots, candelabra, assorted gems and very old coins from the ancient Empire of Agrivaar, making them at least 800-900 years old, and four dark tablets with strange writing carved into them. Even with a spell to comprehend languages, the writing could not be deciphered from the tablets, though the remaining scrolls and parchment reveal they contain various treatices on death rites and rituals from all regions in the Archipelago, and the personal writings of High Priestess Raven Vaasa.

You gather these items, call down some help from your ship to bring up the larger things such as the chair the crypt thing sat in and the statue of Mortalas, and you store them aboard Kern’s Folly. You set off on your trip back to Tradeport and on the way you encounter the remains of the spider-shaped aether ship the orcs had used to try and raid the temple you were raiding. Something had apparently attacked the ship, as half of its hull was missing. You decide to investigate and you pull your ship up alongside it and board the spider ship. You find no occupants, but you did see an corpse and a half floating in the debris surrounding the ship. Inside you locate an intact spelljamming helm and 3 incarnum crystals. You also find a command compartment that seems much more sophisticated that your ship’s, allowing for many of the actions taken by your crew manually to run the ship to be automated and controlled from the command compartment via a control panel. 

You decide to try and take the control panel apart and you bring tools over to work on freeing the spelljamming helm. As you start work on these things, the crew member in the crow’s nest of your ship sounds an alarm and when you go out to see what the problem is you see that an enormous aether beast has emerged from a nebulous cloud and has started swimming in your general direction. You hasten your actions, almost resulting in Solomon and Leikner dropping the spelljammer helm, but you manage to get it and everyone back on board (without the control panel unfortunately) and get your ship moving as the aether beast comes upon your ships and starts munching on the remains of the spider ship.
The rest of your return trip is uneventful and you dock at Kern’s Salvage Company’s dock and are met by Kern, who calls a meeting to review your haul. Just prior to the meeting, Bantu observes Kern being threatened by a tall pirate dressed in black who seemed fond of his own reflection. The pirate indicated that someone named Krais was waiting to take over the Salvage Company and that Kern had better come up with his payment. During the meeting, Kern said he’d have to appraise all of the items you brought back and find buyers and that he’d get word to each of you within the week, but that in the meantime you should look for leads for your next job as he has exhausted his and travel to Tradeport has been slower than usual due to aether storms in the area.

Homework: What do you do in your off time? Do you get other jobs? Check the PHB for ideas and ways to make money outside of adventuring. I’ll need to know your lifestyle level as you will each need to pay an upkeep cost while you are in Tradeport.

Campaign Diary: Session 1

Searching for anything of value for Kern’s Salvage Company, your group followed a lead and found a 500 year old ruined temple dedicated to the Trinity, but more focused on Mortalas and her aspect as the goddess of death. You find a secret stair leading down into the island and within you find a chamber guarded by two statues of Reapers: Mortalas’ servants that lead spirits into the afterlife. You try to move into the hallway leading deeper into the hidden temple, but are suddenly blocked by the scythes of the reaper statues! You start attacking the animated statues, finding them difficult to damage with weapons, but more susceptible to fire spells. Norro the elf cleric manages to get them to ignore him by presenting his holy symbol, but the statues continue to attack the rest of the group. You manage to destroy the reaper statues and enter a hall that leads to a stair and into a room that seems to be an offering chamber with a well and a basin and a door with a riddle etched upon it. Your resident bard recalls the riddle from Trinity religious lore and recites the riddle and answer aloud, but sees no visible response. You open the door and find a passage beyond, but as you enter, Solomon triggers a pit trap and skewers himself on the spikes at the bottom. He is helped out of the pit and you decide to go back to the ship to get a gangplank to put over the pit, but as Bantu goes back to the surface he spots an object approaching the island that turns out to be a spider-shaped aether ship filled with orcs. 

Bantu summons the rest of the team back up to the surface. You try to parlay with the orcs, but they don’t understand and look aggressive. Your paladin half-orc seems put off by the orcs and charges them and the battle commences. You kill one of the attacking orcs and your gnome wizard puts the other two to sleep and the orc spider-ship leaves the island. You bind up the orcs and take them down into the temple with you and question them to see if they were sent after you, but you determine that they were just being opportunistic raiders. 

You leave them in the offering room and move onward entering a sacrificial chamber with an altar and a statue of Mortalas. Upon the altar is a sacrificial dagger, stained with ages old blood. A pile of bones litter the floor here and in the hallway that leads to another door, behind which Leikner senses the presence of undead. You cautiously deposit the piles of bones in the spiked pit before entering the next room and within you find a skeletal creature sitting upon a throne-like chair. The skeleton raises its head, red points of light flaring within its eyesockets, and tells you that you cannot enter the chambers of High Priestess Raven Vaasa without providing the proper sacrifice. You attempt to enter anyway, attacking the skeletal creature upon its throne. It retaliates by teleporting Leikner and Solomon away, but between your spells and attacks you manage to destroy the crypt thing, but your cleric has fallen and now needs attending. Another passage, partially blocked by fallen rubble, leads away from this chamber.

That is where we ended the session.

Campaign Diary: Session 0


Mark: Bantu-Halfling bard
Brian: Leikner – Half-orc paladin
Chad: Norro Nightbreeze – High elf cleric
Drew: Brahm “Sparkle” Eihel – Forest gnome wizard
Chris: Solomon – Human fighter

We begin our campaign in mid-mission without much background; that will come later. At some point during the last week, one of you was spending some time in Sweet’s Pub having some drinks and overheard some merchants that were passing through Tradeport talking about some ruins that they had passed by on one of their recent travels. Your character eavesdropped the conversation enough to get an idea of where the ruins were. You took that information back to Kern, who consulted his maps of the Thelos Province to locate the area that the merchants described. 

Sometime later, your team, plus the 5 member crew of Kern’s Folly, the company spelljammer, pull up to the islands that have the ruins you seek. The ruins seem to be spread among a few small islands but the bulk of them are on the large of the islands. You anchor to that island and disembark to explore the site. You approach what appear to be the remains of an ancient temple, with only the foundation and some crumbling columns remaining. Your resident historians, Norro and Bantu study the relief that is etched into the stone of the foundation and learn that the temple dates back to around the time of the founding of the Church of the Trinity, around 500 years ago, and is an early temple dedicated to the Trinity. However, upon closer examination, the temple appears to be more heavily dedicated to the god Mortalas. You move to the top of the foundation, where a large circular platoform still stands, and Norro and Bantu reveal that the reliefs on that structure suggest that the temple was a place where funerary rites were conducted. They also find that a specific symbol, that which represents the Reapers of Mortalas – spiritual servants that collect the souls from the mortal world and deliver them to the afterlife – are also hidden buttons; 4 altogether. You all decide to push the buttons simultaneously and when you do the circular platform begins to grind and concentric stone rings lower to reveal a staircase going down into darkness.

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