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.
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