Our Story So Far
Sordane is a world where the peculiar properties of the cryptic crystal soralite suffuses society - audacious artificers cunningly contrive all manner of dubious devices. Noble nations vie variously for precarious power on a globe girdled with sky-paths. Our story unfolds against a backdrop of a devastated republic, an ascendant empire and a world teetering on the edge of the abyss – while a doomsday clock ticks down.
Our unlikely heroes find themselves paupers, and petitioning a less than savoury merchant syndicate for work. Their journey takes them across far-flung continents, hunting across the globe for the secrets to a long-forgotten doomsday device. Along with their wits, skills and daring, they abscond with a sky-ship of mighty power and mysterious origins.
Can they avoid the evil empire for long enough to decipher how to deactivate the deadly dwarven doomsday device?
Session 1
At the beginning of Book 1 - Chapter 1 : Earning a Place in the Sky, we meet our heroes.
Hired by the syndicate to steal a racing skiff from a town in Sh’Reet called Brightwood. Elvar the captain of The Ladies Luck gave you the mission, with Zalith being your handler. You have three weeks to either steal or destroy the boat, if you return it unharmed you’ll each get 1000 GP and patronage into the syndicate.
You travelled by skiff a short ride to the woods outside Brightwood, where Zalith left you and said you could meet her in the Krakens Brew. You encountered a small band of kobolds, without incident. You met with Olvina the local blacksmith who told you that she had done some work for a local lord (Ren Ludain) on the skiff. She had some papers she really didn't want you to look at. You learned that it was an heirloom and tourist attraction on display in the Ludain Estate. It was quite famous having won the Ezdin Jubilee races some 70 years ago.
You visited the estate, which was guarded by a handful of guards and went to see the skiff on display. The skiff was in working condition, but surrounded by a forcefield. You met with Devon, the butler of the manor, who said the best option was to meet with Ren when he visits his sister for lunch on Tuesday. You retired to the Krakens Brew to make your plans.
Session 2
Book 1 - Chapter 2 : Casing Brightwood
You spent time in the Kraken’s Brew, the shadiest of the inns in town, and met both Dezack the goblin proprietor and Zalith who is staying there incognito. Dezack mentioned that he brews a mean brew (the Krakens Ink) which the guards love, because the Ludain family purchases a lot of it regularly. Dezack also mentioned “Fing is about Dezack see, Dezack always wanted one of them woss-names, green fings, makes a cunning noise… Frogs, yeah that's them gov’na”. Dezack was impressed by how much you spent with him.
You visited Corros’ Cunning Conjurations and met the proprietor Corrus, who is an elderly gnome wizard. He was quite pompous and didn't think much of the town - beneath his considerable skill. He arrogantly let slip that he had been hired by Ren Ludain to apply several magical protections on the Maiden, including a shield, a “worthless key” and several glyphs. He was excited that you were in town, which was a break from his monotony. He also asked you to retrieve some supplies of bark from the grove, where a pair of woodland elements settle. He sent some hunters but they didn't return.
You moved on to the Skinned Skyshark, a middling tavern near the docs, run by an old sailor named Garyln. He was welcoming and talked about how good the tourists to the town have been for business, with the exception of a rowdy lot, some of which were arrested and detained and some of which are still staying at the tavern. There is a lively atmosphere in the tavern, bolstered by a fight pit which sees active use and a betting ring.
Session 3
You met in the evening in the Skinned Skyshark with a group of tourists. You brought them drinks to hear their story and learned that they had attempted to steal the Crystal Maiden, but were unsuccessful. Three of their number were arrested and held in the Brightwood jail. You convinced them to stay on retainer for three days.
You left to find the woodland grove and retrieve some magical bark for Corros. Along the way Gunter noticed you were being followed by kobolds, but they did not attack. At the grove you found some bark lying around and some sordalite infused mushrooms, near a large shallow pond. While carefully skirting the pond to search for more bark, Merrick slipped and disturbed the water. Two large woodland elementals emerged from the water and began attacking, summoning small shrubberies to aid them. Fighting side by side, your ranks bolstered by an eldritch cannon and a steel dildo, you were beaten back by the fury of the nature elementals. Bound in their vines and pierced by their spikes, Merrick struggled to live while the battle cleric and artillery pummelled the creatures. Lyra summoned her courage and lept to the captain's aid, dragging him from under one of the beasts not once, but twice. It was ChoTaan’s wisdom that eventually turned the tide of battle, firstly by summoning vines of his own to immobilise the creatures, then by discovering their infection from sordalite crystals. The team swarmed into action and pried the crystal from first one then the second creature. Freed from their infection they dissipated, until Gunter said a prayer to Vet (God of Life and Healing), restoring the elementals to their original form.
Quiet subsided over the grove, and after gathering several armfuls of magical bark, you headed back towards town.
Session 4
In a socially focused session, you first recovered your wounds and made an uneventful trek back from the woodland grove to town. Although you were followed the entire journey by a contingent of kobolds, you did not notice, nor did you locate the requisite frog.
Using your various strengths to their best advantage, you split your attention. Variously engaging with Ren and his sister Celia in the Crystal Heart Inn, completing the quest for spell components to Corros and enjoying a well-deserved pint at the Skinned Skyshark.
Merrick and ChoTaan, cutting fine figures at the nicest of the three taverns in Brightwood, engaged with the owner (Celia) and her brother the young lord Ren. In a complex dance of social where-fores and sausages, they dynamic duo enamoured their way into the graces of the grumpy young lord. Learning not a lot of new intel, other than the fact that the next load of beer for the estate guards would come from The Krakens Brew, Merrick was invited to a private viewing of the Crystal Maiden over cucumber sandwiches at luncheon tomorrow (Wednesday).
At the Skinned Skyshark the martial dwarves wisely discarded their weapons, and engaged a pair of guards in conversation over beer, learning that the town square was guarded by order of the mayor, and that the more interesting assignment was for guards at the Ludain Estate.
Corros’s conjurations was closed, but after a while Corros toddled up the road, quite intoxicated from his lunch. Lyra and Zeke provided the magical bark from the elemental grove and engaged Corros in a lengthy conversation about the great spellcraft he had wrought on the Crystal Maiden. You learned that the “useless key”, which disables the ships systems, was forged by Olivina (the dwarven blacksmith), that the crystal shield could be bypassed by a single necklace, and once inside disabled via a known command word. You also learned that Corros was required to attend the estate every other day to renew the spells.
Session 5
In an eventful session the cunning characters moved to consolidate their plans for the heist.
Our heroes returned to Corros’s Captivating Conjurations to find the proprietor asleep after a big lunch, and awoke him with the shocking (if entirely fabricated news) that his life was in danger. Spinning a web of deceit, Lyra convinced him that a rival faction was out to kidnap him and steal the Maiden. As a counter our heroes offered to get him safely out of the town in exchange for a copy of the shield amulet. He did raise a prodigiously large eyebrow at the proposal to “like shrink you down to a foot in size, and smuggle you out of town in a backpack”.
Later that morning at the Ludain estate, “retired” naval captain Merrick and his faithful giant manservant Jeeves, met with the young lord Ren. Over a delightful meal of cucumber sandwiches, the young lord fanboyed over the exploits of a real naval captain…. while Cho did some actual detective work and discovered something mystical in the front study. In the ongoing social engagement, captain Landon was invited to a fine dinner date on Thursday with his number one fan.
Meanwhile, in a focused operation the dwarves secured the delivery of a ship load of incredibly strong ale. Pretending to be agents of the Ludain estate they convinced Dezack, proprietor of the Krakens Brew and recent new owner of a cunning amphibious hat, to advance them several barrels of Kakens Ink. While gambling with the local constabulary they learned that there were long cold unpopular night shifts for the estate guards, made better by a strong brew.
Session 6
After an eventful series of misdirections, investigations and cucumber sandwiches, our conspirators gathered to make their final plans in the beer-soaked Skinned Skyshark tavern. Dispatching his forces with some precision, Merrick marshalled the team into action as the sun set over Brightwood.
Dispatched first, Gunter collected a wagonload of booze and headed off on a zigzag course to the manor, distracting the guards at the town centre with a pint on the way past. Although a poorly staged wagon crash nearly threw the operation off, Gunter recovered with aplomb by swiftly offering the manor guards free beer. An hour of heavy drinking left most of the guards inebriated, except for one unlikely lad who went toe-to-toe with the seasoned dwarf drinker and narrowly escaped being bludgeoned unconscious by actually being an interesting bloke to talk to. Checkpint one, distract the guards, mostly complete.
Once again money talked by offering the disgruntled tourists a fine sum of gold for a mercenary job the following day, as long as they could break their fellows out of Brightwood hold. Dispatched from the inn to the hold with Greeco in the lead, operation cause a diversion was underway.
Following that dispatch Merrick and the remainder of the crew headed for the manor, with a diversionary stop at the Krakens Brew, to inform Zalith (their syndicate factor) of the plan and establish an alibi for Merrick.
Greeco and his unlikely quartet (Meredith the cannon, Dain of the moustache, breathless Ariel and Cedric) manoeuvred themselves into position on the outskirts of town at the rear wall of the intimidating stone-walled jail. Launching a furious assault on the wall, Greeco and Meredith devastated the structure, causing first the rear wall to collapse, followed swiftly by causing the roof to fall in. Booms of the artillery fire echoed across town, signalling the next phase to begin and awakening most of the town to the chaos, while Greeco and his team fled into the night. Checkpoint two, cause a diversion, complete with nearly 100% casualty rate.
At the manor, Merrick, ChoTaan, Lyra and Spanners found the darkened grounds nearly deserted. They approached with some stealth, but a lone guard caught a glimpse of the steel defender in the dim light. He was swiftly dispatched with subtle magic and a not so subtle blow to the head. Taking initiative as a literal cat (burgler), ChoTaan stalked to the manor house, finding it all quiet, but keen cat senses noticed an ominous fog bank around the Crystal Maiden and the scent of predators in the air. Although initially thwarted by the combined factors of no experience as a thief, no hands to open doors or windows and an inconsiderate lack of cat doors, Cho eventually got inside the manse with help from Merrick (who had actual hands). Guided by magical senses, a quick trip to the study uncovered the required key, but not without alerting the household to the crime in progress. Operation uncover the key complete, if not quite purrrfect.
Gathered in the dark, key in hand, our heroes prepare the final phase – operation mount the maiden….
Session 7
Book 1 - Chapter 3 : The Stolen Maiden
Peril! Darkness! Fog!
Gathering together on the edges of the maidens grotto, our heroes steel themselves for action - to face the unknown and the final wards of the maidens' protections.
Arriving at the maiden’s location, the night is dark and perilously reinforced by an impenetrable blanket of artificial fog, our heroes sense predators moving within.
Seizing the initiative to distract the predators, Cho runs in her cat form into the mist, while Lyra and Merrick forge through the fog towards where they believe the maiden is located.
Simultaneously Cho stumbles upon the magical glyph trap, which explodes and throws her deep into the fog. Injured and bleeding one hidden beast strikes from the fog, its maw narrowly avoiding the dazed pussycat. Its companion proves more of the hunter, and with one brutal bite seizes Lyra and drags her deep into the fog.
Unseen in the darkness, the creature tears Lyra in half, the pieces of her leaking coolant as she expires, her consciousness fading to black.
Unable to see their companions but hearing terrible noises form the fog, Spanners, Merrick, Greeco, Gunter and their mechanical marvels form a bastion around the edges of the fog, unsure how to help but wisely unwilling to venture into the darkness.
Gunter, protected by his divine sanctuary, forges into the blinding fog, a massive creature clawing at the earth, unable to attack him. Sensing Lyra fallen not far away, he rallies to her, taking her head in one hand the other on her body, calling the power of Vet (God of Life and Healing). Lyra returns to consciousness again, not for the first time feeling an unfamiliar body.
Rallying to her feet, Lyra sends forth an arcane wind, blowing the fog away, revealing for the first time their foe. A huge slender lizard-like creature with fog billowing from pores on its neck. Gunter stares it down, intimidating it to retreat into the fog. As Lyra gusts more of the fog away revealing the maiden at last.
Cho, Spanners, Merrick, Greeco, the steel defender and Meredith hold a bastion while the fog thins enough to see a pathway to the maiden. Merrick tells the crew to make for the maiden, as ChoTaan summons the power of the elements to enlarge the steel defender to epic proportions. As the giant metal spider battles the striking lizard, the crew make a run for the maiden. Lyra and Spanners breach the shield with their amulets, while Lyra unlocks the maiden and disables the shield. As the ship rises in the air, ChoTaan scrambles aboard.
Wanting to head back for his new pal Carl, Gunter makes a bee-line for the cart, beer and companion. Unfortunately in his haste he stumbles upon the second ward and is blown off the balcony, as noxious spores fill the air. Cho, Gunter, and Merrick all lose consciousness from the spores and all seems lost….
Until, with curses and fire, Greeco forces the creatures back into the mist, and the team rallies their fallen comrades. Cho, Lyra and Spanners soar into the sky aboard the Crystal Maiden, while Greeco, Gunter and Merrick leg it into the dark gardens of the manner.
We’ll meet our heroes again, triumphant aboard The Ladies Luck, ready for the perils of Book 2 “The Lost Fleet, a vexatious voyage of arcane archaeology!”
Session 8
Book 2 - Chapter 1 : A Commissioned Expedition
Informed by the syndicate that a dwarven academic has located the site of a previously unknown jetstream, our heroes travel from the warmer climate of Sh’Reet back towards the familiar shores of Bordair. Arriving in the bustling agricultural city of 🏢Orhaz aboard the syndicate smuggling ship the Doubtless Drake, with the stolen Crystal Maiden under tender, they begin their search for the hapless academic Ves Wordtamer.
Two nights before the lunar eclipse, ChoTaan receives a vision from a being called Araleth Letheranil. The god of the stars informs him that the fate of the world resides on the fellowship, and that they must depart on their quest at precisely noon the day after the lunar eclipse or all things are lost.
Upon ChoTaan’s return to the crew with the portent, their syndicate factor Zalith introduces “The Cook” - a bold mercenary with a very particular set of skills. While ChoTaan relays the mystic vision, Greeco admits to the crew the academic they are seeking is his cousin.
The following morning the crew alight to the Academy Cognitus, the city's trade university. Beguiling a young student over a pint revealed that Ves had been studying a mythic form of jetstream - a wildstream, rumoured to open for passage only at specific times.
Upon locating Greeco’s cousin at his warehouse in the slums of the city, Ves revealed his dilemma. He was shipped fragments of a lost fleet by the chief archivist of the Academy Cognitius Archaeological Museum in Ezdin, with instructions to piece together their origin. After nearly a decade of study, Ves is convinced he has the location of the wildstream where the fleet was destroyed several hundred years earlier - all he needs is a bold crew to take him there.
Accepting his commission, our heroes prepare their new vessel, the battered dwarven freighter The Lucrator, with various supplies and hirelings to make the voyage. As the supplies arrive over several days, Spanners and Lyra set about making the ancient ship as airworthy as possible, with surprising results, and as noon on the day after the lunar eclipse approaches the ship has never been more ready to sail.
Before they are able to slip from the city unnoticed, the Ves’s warehouse is attacked by dozens of heavily armed soldiers - shockingly the Cin’Dar republics own troops, the famous Legionius Aurelius 14th “Steel” Legion, praetorian guard of the ruthless Marshal Quintus Livianus. In a fighting retreat, the Lucrator takes to the skies, narrowly escaping harm, but unbeknownst to the crew, a spy has slipped aboard…
Session 9
Having narrowly escaped the Steel Legion, our heroes set sail for where Ves and ChoTaan believe the Lost Fleet met its fate, near the equator some three days' travel hence. With Emberleaf bringing early winter to the continent, the skies are bleak and cold, but the newly renewed engines and sails of the Lucrator carry them across the snow-dusted Baetica province towards the northern coast.
Saddened by the loss of his family companion, the shard guardian Derelict, Ves formally charges Merrick to “accept my commission as captain aboard this venerable ship and carry us with all haste to our destination”. Accepting command, for the first time in many years Merrick instructs each member of the crew to their duties. Lyra to the helm, ChoTaan to navigation, Spanners as boatswain, Gunter as marine officer in charge, Kramram as quartermaster, and Greeco to set to the defence of the vessel. Their hired crew consists of Carl the young marine from Brightwood, several marines hired from the Duststones Fist mercenary company in 🏢Orhaz and a ship's gunner from the The Gilded Carrack merchants guild.
With a 15 day supply of food and fuel for the engines, the Lucrator sails first to the mighty Coronal Jetstream on the northern coast of Bordair - which circumnavigates the globe and is one of the most important trade routes. Dangerously cold skies this time of year prove an initial setback, but eventually overcome to begin their short westerly journey along the jetstream. The crew settles into shifts, sharing duties and coming together for warm meals to ward against the cold. Although arduous this time of year, travel on the coronal jetstream is not particularly dangerous.
Ves and ChoTaan spend the day pouring over maps and charts, and inform the crew they should exit the coronal jetstream over the Ferrous Ocean, some distance west of the floating islands of Lamare. Few of the crew share their enthusiasm - certain that wildstreams are a sailors myth or at best a fool's errand with only a location in space but and not a point in time. For shame and surprise then when ChoTaan lowered his spyglass and said to those on deck “there she is captain, right where Ves said she would be and open to passage by the looks”.
Seizing the moment, and spurred by a potent mix of plot and beer, Lyra cried “clear the decks!”, took the plunge and guided the old ship into the swirling maelstrom. The current buffeted the ship from all directions, but Lyra rode the turbulence with prodigious skill. Never before had the crew travelled at such speeds, at least five times faster than even the largest jetstreams - the vortex never letting up from its relentless twisting.
Although somehow able to keep the ship steady for hours at length, even inhuman reflexes eventually tire, the ship clipped the wall of the wildstream and lost its port engine. Barely able to correct from that collision, the end of the stream rushed towards them, curling back on itself in an impossible twisting eddy. With no choice but to escape, Lyra slammed the Lucrator out through the wall of the stream - to emerge only a handful of feet from the ground. Although impossibly, Lyra was able to right the ship at the last moment, with a sickening crash the old ship came to ground.
The ship and crew are dashed upon the ground, bodies and hull broken. Somehow only dazed, Gunter leads the crew to help the fallen, while Greeco puts out the fires and others drag survivors and supplies from the belly of the ship.
With moans of pain from the surviving crew and creaks from the settling wreck, our heroes take in the bright sunlight and damp air of the tropical island jungle, realising they are very far indeed from the winter hills of Bordair…
Session 10
Book 2 - Chapter 1 : The Uncharted Island
Rallying the crew, Captain Merrick sets them to securing the crash site and assessing the damage done to the venerable ship. Gunter’s marines set a close patrol around the site, Kramram assesses the state of the provisions, while Spanners considers the damage to the ship. An inventory finds 10 days of provisions and 4 days of repairs required to get the Lucrator into the sky - although her fore-lifting crystal is irreparably damaged - she’ll never get over 100’ without a replacement.
Taking up a glass, Merrick springs acrobatically to the top of the mast to survey the surroundings. He spies a break in the jungle to the northeast, perhaps a canyon or clearing. Miles to the east, he sees some kind of flying fish, which glides lazily in the clouds above a dark rent in the landscape, perhaps a river or canyon. A shiver runs down his spine as he realises at this distance the beast must be enormous - dozens of feet long.
That night they sleep poorly in the body of the broken ship, torrential rain pouring down, nearly flooding the site. They set the sails as best they can to divert the rain, and foot by foot move their supplies above the rising water. Awoken after midnight by the cries of one of the maries - Rylan the Goliath. Rylan strayed too close to an animated vine, and was dragged off into the canopy. Although half asleep the crew rallies, and a quick sanctuary spell from Spanners frees the marine, who has been rendered unconscious by the vines. Gunter advises his marines to be careful, clearly the jungle hides many dangers.
Sleeping late into the following day, Merrick decides to split the crew in two - one party to stay and effect repairs to the Lucrator, the other to forge overland to the northeast to investigate.
As the others depart, Lyra, Spanners and Greeco focus their time on getting the ship airworthy. By the following day, with a cheer from the crew, she finally rises to an unsteady hover, although her main mast remains broken and the port engine is still destroyed. As they turn their attention to the engine, Lyra spots that a curious mechanical creature has come to investigate the crash site…
Meanwhile, ChoTaan, Merrick, Gunter, Kramram and Ves begin cutting their way through the jungle to the north, it's tough going although a cool tropical rain brings welcome relief from the heat. Kramram and ChoTaan are introduced to the next jungle danger - as an innocuous plant explodes like a bomb - sending 6 inch poison spines hurtling like living shrapnel. Although shaken, the ground team presses on with determination, until ahead in the jungle Kramram spots something shiny. Ahead a few dozen feet, a strange small metal construct patrols, sweeping its large eye left and right, alert to danger…
Session 11
While the watching construct, cunningly manufactured to resemble a small theropod dinosaur, patrols the jungle ahead, Gunter and his marines skirt around its path hoping to bypass it. As they creep through the jungle, the marines spot an unusual group of grazing gazelle. Metal constructs, like their patrolling brethren, the cervidae focus on churn up the undergrowth with curious blade-like structures on their heads. Not masters of stealth, the marines startle the herd of constructs who spring in to attack.
The herd charge at Kramram, Gunter and the marines, while Merrick lunges in to fight the scouts, pistol and sword in hand. Kramram and ChoTaan reveal their mystic powers, Kramram emitting a fighting shout, magically transforming his mighty cleaver into a weapon of pure scintillating force. ChoTaan draws on the powers of the stars, infusing his towering form with light. With a mighty collision the herd stampeded through our heroes, lifting Kramram high on bladed antlers, although even aloft he still fought on.
Lunging into the melee, Gunter and the marines set about unmaking the beasts, weapons clanging on sturdy hides. ChoTaan fired star-like missiles in to fight, while using his magic to free Kramram from their antlers. Though kicking lashing with their antlers, the beasts eventually fell, leaving the jungle in silence.
TODO
- Explosion
- Finding the wreckage
Session 12
TODO
- Wind and fire
- Sawtooth exploding
- Kramram leaping
- Scouting the wreckage
- Disguised as a cloud
- Stealthily descending in to the wreckage
- Greeco breaks stealth (again)
Session 13
Having impressed Ulfar and his hunters with their prowess at killing many Kazal Grongaz (“creatures forged for battle”), our heroes are invited to meet with the tribal elders over a mighty feast. On learning that alligator was a meal fit to bring to impress, ChoTaan and Gunter procured a mighty animal with ruthless efficiency, to the continued admiration of the hunters.
Finally allowed to enter the village of Skarrengrim (“Harsh or bad place under the sky / above ground”), they find a ramshackle temporary group of huts made of vines and fern timbers, dotted here and there with crude stone statues. Plodding about the village with great thudding steps a huge stone war golem patrols mindlessly. Close inspection by Greeco reveals it is a mighty Barag Grundit ("Siege Hammerer"), more than a thousand years old and powered by a large chunk of sordalite, just what our heroes need to repair The Lucrator.
While the alligator roasts, the party gets to know the village more and learn there are a scant two dozen dwarves remaining, mostly hunters, a few women and no children. They live a semi-nomadic life, moving every few years when they use up the resources in an area. It's obvious to our heroes that these are the survivors of the Lost Fleet, but they are much reduced now from the mighty sky-forgers they once were, clan Ganden (“those who seek”) has become clan Skarrengrim. Unable to read or write, unable to forge - they live devoid of iron, digging in the dirt with rocks.
The two eldest of the tribe are Olka Greenfingers, a herbalist and Thori Grumson, who is ancient and quite senile. Even they have scant memories of the past but agree to share what they know. The tribe was led by their chief Grum Harekson (“old leaf hater”) to a place called Khazad Grobar (“green village”) near the shores of a lake, until it became poised with disease, killing many of their number, for a hundred years since they have moved around the island. They speak of Klung Ungbak ("Broken Home") and the crash site of the Lost Fleet as a cursed barren place in the north they do not go to, and that it is overrun by the Kazal Grongaz. Up until they stopped attacking a few decades ago, the tribe fiercely defended themselves from the metal monsters, and buried their corpses when destroyed to prevent them from being recovered.
Aloof and apart from the dwarven conversion and not a fan of alligator, ChoTaan studies the skies, pondering where in Sordane the island is. His reverie is interrupted as a huge shape blocks out the stars, he has only a moment to shout a warning before a mighty beast crashes down amongst the huts. Easily the size of a small skyship, the Cravek resembles a flying fish, draped in stinking slime. The beast ignores the dwarves and initially seems to focus on ruining the village, its intentions are revealed when it tries to take the golem in its maw and escape into the night with it.
Roused to the defence of the village, our heroes find their attacks are little more than a nuisance for such a large beast. Tenacity prevailed, with Kramram summoning a small army of explosive pixies, Merrick and Greeco peppering it with blaster shots and both Gunter and ChoTaan calling bolts of energy from the heavens. The beast abandoned the golem and took to the skies, only to be brought crashing to earth by Lyra who summoned mystical chains of binding. Overwhelmed by these magics, the beast crashed to the ground a final time, its body laying waste to more of the village as it fell.
Barely escaping being crushed by the Cravek, unbeknownst to the rest of the village the senile Thori shambles off into the river, is swept downstream and drowns. While our heroes put out the fires and care for the dead and wounded villagers, the kindly and concerned Olka entreats our heroes to find Thori. The dark of night and unknown terrain are overcome by ChoTaan’s peerless tracking skills, Thori is found and healed by Gunter.
Grateful for them saving his life, Thori shares more of the clan history, including that the old Leafhater once whispered to him what his elders kept secret, that “clan Gandar was sworn to find a piece of a machine that was stolen”. Thori encourages our heroes to repair their ship and take him and those dwarves who are willing away from this wretched place.
As the grim conversation with the survivors of the Lost Fleet unfolds,, our patron, Ves Wordtamer becomes more quiet and reserved, haunted by what he has found and what has not yet been told. Gone is the boisterous adventurer, now just a young dwarf realising that while archeology is nice from a safe distance, up close like this he’s just another castaway on an island of madness and death…
Session 14
TODO
- Klung Ungbak - the hill, the ruins
- The guardians on the ground - the dire wolves
- The flight of the pteranodons
- The ship shield
- The swarm
- Finding the tomb
Session 15
As the morning dawns over the hilltop battlefield, the heat of the night gives way to torrential rain, and our sodden heroes form an away mission. While Lyra, Spanners and the marines keep watch aboard the Lucrator, the others descend into the ancient dwarven tomb.
ChoTaan our druid, wisely wildshapes into a giant spider to scout ahead, his spider vision piercing the underground darkness. Eight legs step softly over the centuries old dust that lines the floor of the ante chamber. Finding no enemies and only a firmly locked, he beckons Merrick the rogue and Greeco the engineer to investigate. While Merrick is sure his tools will make short work of the lock, Greeco warns him of a deadfall trap overhead. The two expertly disarm the trap and open the double doors into the tombs inner sanctum.
The chamber within is lined with carved stone, in wide pathways and a raised central area. The ceiling is suspended by broad granite pillars, and in the distance around the walls lay several plain stone coffins. Sadly the tomb is cut out of the meagre dirt of the hill under the settlement, a sad resting place for the dead of the dwarven clan of Ganden Baraz. Over hundreds of years, great tree roots have broken into the space, cracking the tomb walls.
Merrick asks Gunter for a prayer to the dwarven god Aetherius, before moving further into the tomb. From the darkness emerge four grotesque figures, unfurling themselves on long, sinewy tendrils, their bodies of living wood pulling themselves free from the ancient tree roots. Each eyeless head sways menacingly as they lock onto the intruders, and a series of sickening clicks reverberate through the tomb.
Kramram, Gunter and Merrick move to engage, while Greeco and ChoTaan take cover to attack from the rear. Our heroes find themselves whipped by tentacles from all sides and are soon pinned in place. Merrick dances in and out with a flashing blade and pistol, ducking and parrying the tentles but unable to pierce the creature's armoured hides. Giving as good as he gets, Kramram lets out a shout and grapples the horror back, while Gunter summons the ancient spirits of the tomb to his aid and begins the grisly business of chopping with his axe.
ChoTaan with his wand and Greeco with his rifle fire shot after shot at the advancing horrors, Greeco unloading alternating blasts of fire and ice. The two are soon overwhelmed by a pair of horrors, one of which mauls Meredith and while the other pins Greeco the pillar he is taking cover behind. All looks dire for our heroes as the rain from outside begins slowly flooding down the open stairs of the tomb and forming slippery mud on the chamber floors.
But the tide of battle slowly turns, one by one Kramram holds the horrors in place while Gunter and the tomb spirits wear them down, each creature falling in turn. With the way back now open to rescue ChoTaan and Greeco, Gunter moves to them, but is mauled terribly by the last surviving beast. Kramram pulls Gunter’s bleeding body from the creature's mouth ,while Merrick bravely stands between the horror and its meal. Shots ring out from ChoTaan and Greeco, and with the tomb spirits, the last beast is finally brought down.
Quiet falls on the tomb, as reinforcements arrive from the surface, our heroes take time to bind their wounds and cautiously investigate the coffins. Two are buried by the fallen ceiling, one lies broken open and two are still sealed. With another prayer to Aetherius, for disturbing the honoured dead. Fate decides Merrick finds the grave of Hadra Ketilson, last surviving engineer from the crash of the Ang Baraz, and about his neck an amulet in the shape of a key…
Session 16
Deciding not to spend the night within the tomb of the Ganden Baraz, our heroes return aboard the Lucrator, to rest and recover from the harrowing encounter with the tomb horrors.
Over the course of that evening, Carl and Edmadern watch over a group of construct creatures off to the north, which keep their distance in a nerve wracking standoff. While the mercenaries keep watch, the rested crew discuss in hushed tones over what should be done now the key has been located. Some argue to take it and unlock the vault at the crash of the ancient dwarven flagship, the Ang Baraz. Others contend that the constructs are the real threat that must be dealt with, while ChoTaan softly plays pan flute and watches the stars - finally suggesting “maybe the dead could reveal the way”. Merrick nods and agrees when Gunter says that Estara, Goddess of War and Death may open the way to speak with the honoured dead.
That following morning, Greeco and Spanners continue to scour the battlefield for usable technology from the fallen creatures, while the others steel themselves to return to the tomb. Within the loamy earth, Gunter first says a prayer to Aetherius, the Divine Artificer for forgiveness in disturbing his people’s death slumber, then communes briefly with Estara. Raising his head from prayer he tells the crew she will permit him to speak with only two of the fallen dwarves, and then only briefly.
With his knowledge of nature and medicine, ChoTaan inspects the three corpses, ministering over each in turn. To the north is the skeleton of a young warrior, buried perhaps five hundred years ago. To the east is the skeleton of a middle aged woman, wrapped in a shroud some three hundred years prior. The skeleton of Hadra Ketilson himself, reveals he also died in middle age and was buried not long after the young warrior.
Gunter gathers the crew near Hadra’s body and channels the necromantic power of Estara over Hadra’s corpse. The air in the chamber grows still and cold as the power manifests, weaving a connection to the realm of the dead. The engineer's corpse slowly sits upright in its coffin, clad in the tattered remnants of his uniform. Wisps of ethereal energy trail behind him, and his voice, carrying an eerie echo, resonates through the chamber. Hadra turns first to Gunter and then to their young dwarven companion Ves Wordtamer and says “Hail, fair son of the Ganden Baraz, my spirit soars knowing my people still live”.
Our heroes gather close and whisper together what their first question should be, eventually Gunter asks Hadra “We know your people were looking for part of a machine that was stolen, what was that machine?” To which the ancient dwarf replies “You know of my people and what they have searched for, we were looking for the crystal that came from the Karaz Thrung Nar”. Ves begins translating from the dwarvish language “the Northern Shield Mountain”.
After more consultation with the crew Gunter nervously asks “Why did you need to find that?” to which the corpse says cryptically “Because that's what we promised to find for the Karaz Rik (Mountain King), I know not why.” Gunter is sure that Hadra is speaking the truth and that he does not know why the king gave those orders.
Merrick presses Ves for answers, asking “Do you understand what your great grand uncle’s friend is saying? Do you know what this means for your people”. The frightened young dwarf manages only to say that “the fleet set out to find part of a mountain, and it was important because that's what the king wanted”.
On hearing Ves speak, Hadra the dead engineer turns his eyes to him and says “come closer dwarfling, come stand beside me”, as Ves shuffles forward clearly terrified, the corpse speaks once more “you remind me so of my friend Harok, we learned our trade together he and I”.
Gunter presses on with questions, knowing their time is short, “Who stole the Brynduraz that you had to go and get it from?” To which Hadra replies “The Brynduraz was stolen by the Servants of the Eternal Night, minions of Nihilus the Shadow Walker, our ancient foe”. A deeper chill fills the air as he breathes the name of the Shadow Walker.
After a moment of thought, Gunter tells his crew mates that Servants of the Eternal Night were a cult that operated about 1000 years ago, and that Nilus the Shadow Walker is not one of the Sordane pantheon, it is either not a god, or like Araleth Letheranil the prince of stars who prophesied the quest, is not a god from Sordane.
Not knowing what to ask of the ancient engineer, Gunter turns his magics upon the corpse of the woman, which in turn rises from its coffin to address him. “My lady, my name is Gunter Shortreach” he says, “these are my companions and crew, who are you?”. With a voice like a far off wind, she replies “my name is Luri Ahansdottir (Luri, daughter of Ahan), I was born in the village of Klung Ungbak (Broken Home)”.
Conversing together again our crew search for answers about the constructs they have fought, turning to Lori, Gunter asks “what do you know of the metallic creatures that infest the island?” to which she replies “they were created to protect the Brynduraz and they continue to do their duty well”. Merrick breathes an oath, the creatures once protected the survivors of the fleet, though now they fight against the dwarves, what turned their loyalty?
Gunter asks of the dead woman, “the creatures, who created them”, to which she replies with reverence “I don't know who created them, but they are our protectors and they serve us well”. Gunter presses her further “how long after you crashed here were these constructs created?” she responds with “they have always been with us, protecting the island and the badlands where we no longer go”.
Realising that she knows little more of the creatures, the crew seek answers on the dwarves foe, “My lady, what do you know of Nilus the Shadow Walker and his minions?”. The dead maid falls silent for many moments, her jaw clicking absently, until she utters but a single word “Nothing”.
The tomb falls silent, the corpse of both the maiden and the engineer look on. Gunter draws a breath knowing only a few questions remain, and turns to his companions who urge him to find out where the fleet hailed from. “Luri, where did your people come from?”, to which she turns briefly to Hadra, who nods, and she replies with “we set out from Lozandar, five hundred years ago”.
Seeing the magic beginning to fade, Lyra grasps Gunter’s arm and says “ask Hadra this, repeat word for word … we want to complete your mission, to recover the Brynduraz and take it to the Karaz Thrung Nar, can you tell us how to do that?”. Hadra moves as his body begins to fade, reaching to his neck where the amulet once lay and says with his last words “brave companions, take my key to the Ang Baraz, open the vault and return the Brynduraz to our people, the Stout Mechanicus in Lozandar”, and with that he lays back in his coffin and returns unto death.
Turning finally to Lori, Gunter asks her “we know about your village of Klung Ungbak, the crashed fleet in the badlands and the village of Skarrengrim, are there any other villages?”. The ancient woman speaks slowly, the words dripping from her mouth with a palpable sense of loss … “My husband, Grum Harekson, spoke of moving our clan to a more fertile place after my son was born. Where is my son, what happened to him?” Ves gasps, although the rest of the crew also remember, the eldest surviving dwarf in Skarrengrim is named Thori Grumson, and he was born three hundred years ago. They are speaking with his mother, the wife of the clan chief, who died during childbirth.
Before any of the stunned crew are able to answer, she too lays back down and is still forever. After a moment, Merrick leans over her body and says “rest well my lady, your son is still alive in Skarrengrim, and is asking to leave this place if he can, don’t worry we will take him with us”.
With the magic spent, and information gleaned from the dead, the crew close up the coffins and put the mighty door in place over the tomb.
While the crew was in the tomb, Greeco and Spanners studied the fallen corpses of the constructs and learned that there are three types of creatures: recon, acquisition and combat. Recon creatures, such as the Watchers and Burrowers, find sources of materials and threats. Acquisition creatures, such as the Grazers and Scrapers, collect materials including combustible biomass, energy in various forms and metal of all types. Combat creatures, such as the Sawtooth and the Clawstrider, protect the constructs of the Ganden Baraz.
Together they set a trap for the constructs, to track them back to their lair. They created a pile of the fallen constructs. Once done Merrick puts a few shards of metal from the corpses into his Compass of the Homesick, with the hope to track the remains with its magic. As the heat of the afternoon increases, our heroes settle down to watch as the constructs that have been watching for some days begin to circle closer.
Session 17
Book 2 - Chapter 3: Cadaver Canyon
Having set a trap for the constructs, using the corpses of the fallen mechanical pteranodons which were destroyed some days before, the crew of the Lucrator retreat to a safe distance to observe.
After several hours a troupe of constructs approached the trap, including Watchers that cautiously lead the way, hulking Scrappers ready to consume the remains and a new type of construct, the simian shaped Clamberjaw. The Scrappers break down the remains over several hours, passing containers of material to the Clamberjaws to transport. The cool of the morning gives way to the baking heat of the mid afternoon before several Clamberjaws, now full of cargo, move off towards the east.
Our crew spring into action, Merrick and ChoTaan follow the twitching needle of their magical compass, confidently relaying directions to Lyra who navigates the disguised Lucrator “low and slow”. The Clamberjaws move hidden through the jungle for several hours, almost directly due east of the ruins of Klung Ungbak.
Eventually the jungle gradually yields to rugged rocky hills, the fertile loam of the jungle giving way to soft clay soil, remnants of a runoff from a shallow mudstone cliff. Embedded in the cliff is a monumental circular metal door that now occupies the space of what was once a natural cave entrance hewn into the cliff by an ancient river.
The cave entrance is framed with weathered, dull stone, reminiscent of the smooth artificial stone characteristic of the Ganden Baraz. Nestled securely within this stone frame, the door emerges as a formidable entity — solid, weathered, and seemingly impossible to move. Its surface, constructed of hefty brass, boasts intricate radial patterns, ancient runes, and a faded emblem resembling a tree. Extending from the door, a metal pathway, resembling a rail system, is flanked by sturdy metal ribs anchored into the softer mudstone.
TODO
- “No one has stood on the plate for hundreds of years”
- The magic weave
- The Alarm and Glyph on the door
- The Arcane Lock on the plate
- ChoTaan Find Traps
- Piecing the
- ChoTaan’s dispel magic
- Merrick’s knock
Session 18
TODO - the battle within the factory
Session 19
Having fled from the constructs deep into the factory, our heroes bar themselves inside the workshop and control room area. The workshop is mouldy and musty, parts of armaments line the work benches, clearly intended to be attached to a construct rather than wielded by a humanoid. The original notes and papers from the workshop owner have rotted away into piles of mould over the centuries.
In the attached control room, Spanners, Lyra and Greeco attempt to make sense of a wide rack of buttons, switches and levers. Eventually they open a hidden panel, revealing a swirling vortex, some kind of power source, secured within a thick glass lined enclosure. Pulsing yellow light emits from the vortex, as if it is breathing. Greeco is sure that this power source is not of dwarven origin, having been made by some other entity during the factory’s construction.
Embedded in the centre of the glass wall is a large opalescent gem. The gem is the size of a human palm, exquisitely rounded on the front with crisp edges, and mounted in an articulated brass collet. Thin wires run from the collet through the thick glass and into the mechanism behind. The interior of the gem seems to move, in gentle liquid swirls. The gem and its attached wires pulse regularly with rapid bright flashes of light, which radiate back and forwards rhythmically between the gem and the mechanism behind it.
While Spanners and Greeco pull apart the control console in order to understand its working, Lyra mentally communes with the gem - and a vast intelligence within compels her to pick up the gem and become one with it.
Meanwhile, the construct creatures have brought up a pair of Scrappers, whose jaws are designed to cut through the metal of the door. The beasts begin their work, grinding into the stout iron doors, while our heroes hold them closed.
In a flash of inspiration, Spanners determines that the big red button on the console will shut down the factory, and upon pressing it, the factory falls silent. Alas the constructs are unaffected by the powered down factory and continue their relentless assault on the doors. Indeed after a few moments, a pulsing flash from the gem illuminates the control room, and the factory comes back to life.
Trapped, with few options remaining, our heroes must find a way to stop the constructs for good, or fight their way free of their steel prison….
Session 20
TODO - disabling the factory
Session 21
TODO - uncovering the Bryndyraz
Session 22
It's bright noon on the 28th day of Emberleaf as our crew survey the carcass of a mighty dwarven flagship, the Ang Baraz, embedded deep in the soft dirt of the jungle. From the floating flat stone deck of the Lucrator they can for many miles across the tops of the fern trees, here and there scattered remains of other ships from the once Lost Fleet.
The construct creatures, once stalking the ruins of the fleet, now stand inert, their metal bodies shining hot in the baking sun. The force that once motivated them now disconnected and secured in a reused bean tin in one of Greeco’s many pockets. Greeco is hard at work, jotting notes from his time within the ancient dwarven factory, memories of the pitched battles in its dark iron hallways a distant memory.
A boot on the gunwale and scratching his beard, Gunter considers the fate of the once mighty Ganden Baraz clan. Devastated by an explosion, marooned on a lost island, brought low by disease, their elders buried in a mouldering tomb inside the mound of a hill. Some survived, though only as savages, fallen far from the great engineers, warriors, and sailors they once were. Tucked away in his pack, wrapped in a blanket, the strange stone of the Brynduraz buzzes to itself softly.
Our sponsor, the young Vesram Wordtamer, is as usual, tucked within the hold of his grandfather's ship, attending to his notes and papers, muttering to himself. He barely notices how much the old ship has changed since it set out from 🏢Orhaz: her masts replaced by rude fern tree trunks; her sails adorned with glittering fabric that channels the light; her port propeller held together by tape, string and hope. The old ship leans with a decided lift in the bow as the replacement sordalite crystal is unbalanced from its peer. But still, despite all perils, she is aloft thanks to the the ministrations of Mr Bilgewright.
Taking the time to clean his knives, its Kramram who first spots the hunting party returning. Across their shoulders the marines struggle with the body of a large alligator, while ChoTaan, who towers over the marines, has the fat body of the local goliath frog tucked under each arm.
Each of our heroes is worn by their time on the island, once fine clothes torn from combat with the tentacled monstrosities of the tomb, armour marked and pitted by the vile acid of the factory constructs, each malnourished and reddened by the baking sun.
Merrick takes the slip of newspaper from his breast pocket, Ves’s advertisement barely readable … “Fame, fortune and the thrill of discovery await”.
Session 23
Book 3 - Chapter 1: A Day at the Races
TODO - summarise the story from there
Session XXX
The race begins!
The day of the Ezdin Cup dawns brightly - the twin suns aligned together in the east, on the 1st day of Sunburst, the Summer Solstice (the longest day of the year). The city of 🏢Ezdin comes alive with the buzz of the race. Nearly a 1/2 a million spectators line the city streets, bridges, towers, factories and temples.
Beginning their day with a hearty breakfast and a briefing at their headquarters in the Bishops Wand inn, our heroes discuss tactics for the race. Christian their tactician reminds them that the judges will be on lookout for any infringements of the rules - to race hard but fair. Lyra and Merrick discuss the manoeuvres and flight plan for the race - Lyra reminding everyone to stay well strapped in to the little skiff - she won't be holding back.
Boarding the Crystal Maiden at its warehouse in the Dregs, Lyra operates the helm, Spanners provides onboard engineering, Kramram takes up a position at the bow of the ship, while Gunter and ChoTaan prepare potions and spells. The Maiden rises through the roof of the warehouse and heads towards the towers in the centre of the city - onward unto destiny.
The sky over the city is uncharacteristically clear, with scant air traffic. The streets and lanes of the city are clogged with spectators, rushing to get to good vantage positions before the race starts. Fans wave banners and flash magical signs as their favourite teams sail overhead - exuberant for the coming race.
Our heroes settle the Maiden down in the bustling engineering pit zone, where several dozen official race judges await. The Maiden swoops in, low and graceful, Lyra adding a flaring turn at the end. The enormous red form of the Iron Fangs Bloodstorm skiff settles next to them, its thrusters washing the smell of rusted armour plates over the crowd. The deadly sphere of the Electrica Ingeniarium Mk7 Blendo appears magically in a flash of light in the pit, its internal integral gyros spinning up - the hapless gnome Graf Gearspark is secured in its depths and the bolts to the cockpit are ratchetted tight by his engineering crew. Last to arrive, the triple thrusters of the Aetheric Phoenix throb over the crowd as Kate Westmead brings her sleek racer to a graceful stop - lifting her goggles and smiling at the Maiden's crew.
Greeting the team in the engineering pit, Merrick, Greeco, Christian de Gray and the race engineer Joseph
Stonesworn huddle around the Maiden as the judges inspect her. Chief judge and race official Navarch Secondus (Vice Admiral) Cato Calpurnius watches sternly from the side-lines, surrounded by a brace of officials providing him last minute briefings. The race judges check, inspect, reinspect, weigh, measure and appraise all aspects of the contestants and their ships, before one-by-one issuing writs of approval for each team.
As the racers watch Cato Calpurnius fly from the race pit to the announcers podium, scan their eyes over the look over the hive of activity at the start/finish line. The great Victory Gate forms the start/finish line, spanning the roadway between the gleaming white and golden marble of the Temple of Marett (Goddess of the Sun) and the enormous Ixion's archive - arguably the worlds largest collection of written works. Flanking the Victory Gate are great wooden terraced stands, where the wealthy watch the race from pride of place.
From the podium atop Ixion's Archive, Cato Calpurnius announces the commencement of the race. His image is projected by magic high above the city on to the inside of the city shield - his smiling face and gestures replicated thousands of feet tall. "Welcome to the 76th Jubilee cup!" Cato intones to a roar from the crowd. He introduces and thanks the cups sponsors, standing next to him on the podium and each in their turn projected skyward. Decimus Valerian Drusus, stern faced and grey haired in ornate plate mail raises a fist in greeting - to the adulation of the crowd. Beside him shimmers the illusion of Decimus Nerva Aventius, robed in crimson and blue, who nods beatifically. Cato Calpurnius thanks the lords and ladies, dignitaries and officials gathered within the pavilion atop the archive, including his fellow senators from houses Aquilis, Serpentis, Cordius, Draconus and Ignatius.
Cato thanks the dozens of race judges and umpires, positioned about the course, riding in specially designated skiffs, or zipping about the skies with flight spells - assisted by various shard drones.
Cato welcomes and introduces the race reams one by one, to a chorus of boos and cheers from the crowd. He closes by instructing the race teams to "Fly Well and Fight Hard". Cato stands down from the podium, handing over the the race announcer - Edward "The Man" Olivan.
Flamboyantly dressed and floral of word, Edward rallies the crowd with eloquence, and casts his arms skyward as he narrates a virtual flythrough of the course. From the gaudy Nobles Quarter, through the steam stacks and factories of the Manufactorum Quarter, on above the Ashway river in the Lakes Quarter and then back through the home straight of the bustling Merchants Quarter. The crows oooh and aaah at the various hazards ahead for the race teams.
With a bellow and a flourish he instructs the racers to prepare their engines - and with a mighty cannon shot the race starts.
The thundering bulk of the Bloodstorm lurches in to motion first, ramming its spikes and armour directly in to side of the maiden, shunting her aside and bridging the gap for one of the orc warriors to clamber aboard the maiden. A vicious melee ensures between Gorruk the boarder and Gunter, as the two trade blows Gunter is nearly knocked form the ship before even crossing the start line.
With a mighty crash the Blendo collides in turn with the Bloodstorm, its whirring blades shearing armour plate and wood spinning in to the braying crowd. The Bloodstorm is struck a terrible blow, but its not out of the running yet.
At the prow of the Maiden, Kramram spins a grapple and latches on to the sleek Phoenix just ahead of them, the two craft now tied together. Sensing her time, Lyra fires the thrusters of the maiden and surges in to the lead past the Phoenix, dragging Kate and her ship helplessly backwards behind them.
Struggling to release the line, the Phoenix is able to turn slightly before being rammed side by by the Bloodstom, shunted ahead of the larger craft across the start line. Kate finally releases the tie, surges the Phoenix in to motion, chasing the Maiden doggedly.
The Maiden dives first in to the Veldranth grove, bio-mechanical trees that line the colonnades of the Nobles Quarter. Lyra sets her jaw and zig-zags between the trunks in a dazzling display of flying. Not to be outdone, the Phoenix follows suit, weaving between the trees and follows the Maiden in to the first turn of the race.
Meanwhile, onboard the Maiden, ChoTaan, Gunter and Kramram work to repel the boarder. Kramram bellows with rage, raw magical power seething from his skin - while the three of them cleave at Gorruk who gives as good as he gets. In a miracle of dexterity, Gorruk rides the Maiden in to the first turn...