Hollow Oerth, and on to the stars

Stabbing from hell's heart

Party received briefing and set off for Shadowspace.

Party made it through chapter 1, defeating the Lizardmen and capturing a few of their ships (some partially scuttled).

Their atmosphere was a touch fouled by the Lizardman tactics, but they were in pretty good shape.

XP— held until completion of adventure

((Possibly, campaign suspended at this point.))

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Revenge against the Scro
Our heroes work do some work for the elves
  • Players meet in Elfhome sphere, aboard the Constellation
  • Lucas is mutated into a human, Jonas Reelok, captain of the Long Arrow
  • players given 2000 gp for expenses
  • party travels to Moragspace, where they pass themselves off as chartered mercenaries.
  • (4 PCs, Lydia, Blue, 2 Dwarves, helmsman, 4 other human crew (Angie, Benjamin, Cecilia, David).
  • They investigate Gamora base, keeping a low profile
  • Encounter Binar humans
  • another brush with Admiral Pilkington
  • Don’t help Pontius the Giff
  • Ranger mettles with the Wights
  • in the commotion, they free an elven commander and Pontius
  • in the commotion, they raid the Scro’s Insectare spymaster (and kill him)
  • They escape by using several castings of Dimension Door.

(kinda an abbreviated record, I know)

9000 XP

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Onwards and away from this dump
Our Heroes hate Darksun

Party spends a couple of days in Kled, recovering and planning their next move.

Party presented with a few options, eventually decide to head to secluded Psion monastery.

At monastery, everyone has been slain and there are traps, undead.

The shade of the abbot/librarian of the monastery is able to provide some useful information. (Notably, he talks of a crashed vessel captured by Draj.)

Party lies to a templar of Urik about their ultimate destination, subsequently they are arrested for questioning. Under magical-scrutiny-questioning, the party disclose and the report is run up the organization chart and/or sent to Humanu directly.

Humanu visits the party, and concludes a) he doesn’t want them messing with Draj, b) he doesn’t want them flying around with a spelljamming ship, c) they’ll be a lot of trouble so d) he’d better send them on their way.

Party is sent to Sigil, where they wander around a little bit and meet a few factions. Eventually, they wind up in a Guvnor lawyer’s office, who sends them through to Lionheart. The elves are pretty cool about it, don’t kill them, do send them on their way (blindfolded). Blue cheats the blindfold, and knows the location of Lionheart.

Party return to The Rock of Bral, and begin researching who sicced the Pit Fiend onto them. Nobody at the bar remembers the Pit Fiend, but eventually they discover one of the bar’s regulars is more than he seems. (Party theories at the time: Vampire lady, Scarlet Brotherhood, the Scro.)

Agent appears to be elderly halfling who smokes a pipe. They tail him to his room, which he has trapped and fled. Lots of encrypted documents lying about (adding to his intended fire-trap), the party finds some concealed spycraft items including a small document-copying device.

Party tails him (using badger-scent) to the docks and onto an elven vessel where an elderly halfing navigator has just been found dead. (Turns out, he has a wand of polymorph and a wand of polymorph object.)

Party figure it out, kill the agent, agent is interrogated after death, turns out to be Scro agent.

Party is recruited to go after Gamorra Base, as they’re looking for more revenge.

7400 XP.

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Under a Dark Sun
en media res into chattelry

Party (as well as Lydia and Blue) wake up tied up in Darksun— specifically, in a heavy Mekillot-drawn wagon train owned by Resherek Merchants en route from Urik to Tyr (with a stop in Kled). All of their stuff is missing, too.

Party immediately begins to get loose.

Party hears a voice cry out a challenge to the caravan (“The Jura Dai are not slaves. your king must release our people, or all his caravans will perish in the desert!”), followed by a boom as the motive force of the caravan is set free via a lightning bolt. The voice boomed again, “Leave now, taking nothing with you, or we will burn you out!” as the assault against the wagons continued.

A Psion guard opened the door to offer freedom in exchange for defending the wagons. The party quickly disable him, search (and find) their stuff, and leave the wagons. Elves attempt to stop them from taking the large chest (with their stuff), however they intimidate their way past them.

Party gets the (trapped) chest open and retrieves their stuff, then waits for evening to travel.

Head back to the wagon train, see that it has been burnt quite thoroughly, fight some guards, locate a crude map of the area.

Travel through the desert is filled with hazards, however Gareth is able to produce (some) water with his Orisons, dramatically reducing the danger and desperation.

Overcome hazards include:

  • a very thick blood-drinking thorn region with a fake pond in the middle
  • dangerous cacti
  • fight between Wezer (weird bee things) and Aarakocra over water
  • colony of Wezers (avoided, which is one reason the players are so uncertain as to how they were supposed to survive— this was a major water and food source in the adventure.)
  • attack by a Silk Wyrm (which tries to steal water, eat a player, is invisible during attack, flies)
  • territorial Mekilliot (which are stupid)
  • poisoned oasis
  • monster that wants to eat dwarven children and/or pcs
  • horrible dwarven child

Party eventually got to Kled, where they were welcomed and asked to free a Druid from the elven raiders who’d kidnapped the druid. They encounter and disable a scout, kidnap/capture the defiler daughter of the chieftan, Blue does some mind-reading, and the party walks their hostage right into the chieftain’s throneroom.

Unfortunately, the chieftain doesn’t want to (is completely unwilling to) negotiate for the release of the druid. And his nine underlings are also defilers, as is he. A big fight takes place, with lots of lightning and magic missiles flying around, at the end of which, the Jura Dai’s leadership is crippled and the PCs are left standing.

They take the druid back to Kled/the Tri Kreen’s oasis.

Back at Kled, a templar announces that they were never legally enslaved, and thus are free to go about their business.

6000 xp.

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Eberron rolls on
Send Lawyers, Scrolls, and GP

A supposed House Ghalanda mage of the twelve, Peter Papermaker, met with Blackthorn do discuss comparative arcana (with some discussion of geneological and blood magics). Blackthorn asked for information on the draconic prophecies, and Peter referred Blackthorn to another expert, via messenger.

Wilhelmina met with Don d’Ghalanda, a “hospitality expert” who helps with white goods, insurance, etc.

Party met with an unnamed human vampire in a luxurious flying mansion-ette.

The draconic prophecy was discussed, and she made a very generous offer to buy the ship and helm (on the spot).

Party meets with the Karnathi ambassador (who shows up with two skeletal bodyguards, a half-orc wizard, as well as a pair of advisers/scribes (who happen to be his wife and daughter). The Karnathi guy made an effort to buy the ship and helm (but it was a really low bid, $50,000 plus an estate valued at $50,000 in Karnath.) He warned party that Brelland would probably try to seize the ship.

The meeting was attacked by assassins— many apparently were Reiadran sailors, all dressed as the Emerald Claw, two with bedsores and their tongues freshly cut— the others had had their tongues cut long enough to heal thoroughly. (Biggest threat was a pair of wands of fireball, with low charges each. The ‘new guys’ were the wand-wielders, and they looked to be Sharn natives, perhaps lamplighters or journeyman artificers. The other thugs had poisoned knives— poison was dc 14 fortitude.)

Met with Brellish representative, Sir (something-or-other). As the Karnathi ambassador predicted, Brelland tried to seize the ship and arrest the party (to persuade them to instruct Kunderak to turn the ship over).

The party fled, ultimately to the Mror Holds, where they were met by a gold-circle Aurum-member. They were doing extensive market research into Wildspace.

After several months, the Aurum (as well as various House agents) contacted the Arcane and set up a deal to establish an exclusive franchise for ten years. They bought a number of helms to start off, and intended to sell the first helms via auction. Per their contract with the Arcane, they aren’t permitted to restrict sales of helms due to political considerations (so, theoretically, agents of the Daelker should be allowed to buy helms).

Lilly volunteered to stay behind and join the newly-formed Spelljamming shipwrights under House Leandar(sp) (who are also 1/2 elves). Other crewmembers opted to stay behind as well.

Twelve warforged volunteered to join the ship’s crew. (They have longer-term plans of becoming pirates or privateers.)

Toph acquired a follower, and exchanged his mount for a magebred, war-templated, hippogryph will barding, tack, etc. (His follower might be similarly equipped, we’ll see. Follower got 20 build points for attributes.)

XP: 4500 xp

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Adventures in Eberron
pulp has a price

Party discusses Eberron, it’s history, geography, politics, etc. with Pilot Rightflight.

Party saw a bit of the Draconic Prophecy on their deck.

Party initially intends to land in Lake Cyre, however they see that the Mournlands aren’t a fun place and land at their alternate, Sharn, the city of towers.

Ship was struck by a massive bolt of purple lightning as it came in for a landing. Lightning was associated with Syberis (sp) shards embedded in the ship’s hull as it went in for a landing.

Landing involved a lot of paperwork, as the party didn’t exactly have passports.

Party went to the press, to make sure they would’t be sought after based on the fragment of Draconic Prophecy they’d seen. Wind up being celebrity-aliens.

Party had ship stored in a warehouse pending repairs.

Ranger went to check on the animals with Cleric, encountered Emerald Claw agents intent on stealing the ship. (Meanwhile, a Changling catburglar was trying to steal the helm.)

They were thwarted, and House Kundarak was very embarassed. (Matter was invested by the 1/2 Orc detective Silverlock, and his Gnome life-partner Dr. Waterstone.)

Party was cross examined by elven d’Pharlagn Bard.

XP: 5000

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Between a Rock and a Hard Place

Party hangs out in the Struck Copper, a “dive bar” frequented by intelligencers. (Barternder is an old half-elven bar).

Runs into Admeral Pilkington, ranger almost accidentally starts shit.

Hear a lot of rumors.

Party travelling through Rock of Bral, party of Scro try to get them to head into an alley with pistols drawn. Combat ensues. Party hands over one prisoner to elves after trying to interrogate.

Hire a half-dozen Hadozee (deck apes).

Party returns to Greyhawk, complete their original mission, get paid.

Party heads on to Eberron (Siberis-space).

Warforged: Lt. Rightflight, of Cyre (small-sized, tiny legs, move speed 20.) ((ship is sort of a rocketship)).

4000 xp.,

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Onward and Upward
The party commissions a new ship and sets off into the stars

Play begins with party in a pyramid-ship.

Party lands two-day’s travel from Alpha City, which was attacked while they were away.

Their bankers managed to protect their property (other helm) while they were out.

NPCs are safe.

Party sells two hippogryphs for 3000 gp total.

shipwrights; Hogun and Bronzehammer, shipwrights.

Triop:
modifications— pair of light cannon, instead of pair of light ballista

  • has ‘illusory hull’ — looks like sky behind it.
  • has magical illumination inside
  • has magical (non-flame) oven
  • has decanter of endless grog, cask of endless saltpork, cask of endless pickled vegis.

Ishmael manages to recruit crewmembers
Crew:
Ismael
Tulip
Spaldar (competent man at arms)
Lorren
nine human sailors (three are competent armsmen)
two half-elven sailors (competent armsmen)
four halfling sailors (two of whom can cook)
five dwarven gunners/seigemen
One expert navigator (gnome, astronomer)
Three adepts (siblings, alchemists— shop recently destroyed)

Ship’s name: Wanderjahr

Party decides to head to Rock of Bral.

Party sees Mantis ship at distance.

Party sees double-ended tower in phlogiston.

Party attacked by Mind Spider crewed by hobgoblins, bugbears, etc. Party defeats, destroys, the Mind Spider, takes on prisoners and loot. Ship takes minor damage.

Party interrogates prisoners, and the Blue prisoner indicates that the (deceased) officers were a part of a greater humanoid plot.

Party hands humanoids (apart from Blue) over to Elven vessel, dock at Rock of Bral.

4000 xp.

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Drums in the deep

(ooc discussion of loot)

two weeks to get to the site.

seed: 500845219

party encounters pair of gelatenous cubes

party finds suspicious room with nubile young man and woman in diaphorous robes, golden chains. in the same room, party finds a mimic and cloaker. Party fights cloaker and mimic (initially fleeing cloaker’s cry, excpt for the mage).

Party finds a black pudding, which they defeat by kiting, then rest for the night.

Next day, they found a pair of basalisks, and later, the stairs down to the next level.

down there, they found cultists, froggy demigods (in a sleepy-weak state), a pyramid ship, and a pair of eel ships.

4000 xp awarded.

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A journey is about growth

Play begins with the PCs finishing leveling.

It has been 109 days since they departed from the capitol of the Yeomanry, and they stand at the banks of a wide, relatively swift-moving river.

((game postponed until 5/26/13))

Party travels for a week north by north-east, coming into a vast plains inhabited by raptors, plains-natives, and bison. Two weeks later, the party reaches the mountains proper (after foothills).

Meet with a trio of Icevale elves.

  • two months back to the Icevale pass to the north
    • hunting
  • one week to cross the path
  • 1 month to negotiate with beastmen
  • four months to cross over to the outer world

Party sights a crashing spelljammer ship.

Party rescues a dark-skinned human man (Ishmael; first officer) and light-complected half-elven female (Tulip; chief engineer) (the first and second officers of the ship). Both were confused, but recovered.

The crashing Hammership was captained by a mind flayer.

Two months later, the party makes it to the city they were looking for, get cleaned up, buy wagon to haul around a helm.

Next time: they go into a dungeon looking for another helm.

xp: 3500 (total xp 21,100)

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