Clan Ignitus

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On 10/17/23 a group of players made Clan Ignitus (ig NIGH tus). Here we go!

The Ancestral Forge 1822

The Bloodcrag overclan created a new clan, Ignitus, to safeguard a prestigious ancestral forge in the homeland. Runecraft experts had the honor of leading the newly minted clan in curating the runic patterns built into the Corignus (cor IG nus) fortress and using its powers and access to deep stonefire magic for the good of the overclan.

Mount Ignus Erupts 1890

The archon and forgemasters were proud, and their hubris led them to attempt a ritual that was too much even for the massive powers of the forge. The clanhome volcano erupted, a catastrophe that made it unlivable, and also overflowed with consequences affecting the entire area.

The Influx 1890-1892

Bloodcrag’s thane imposed a punishment on Clan Ignitus; they would not be banished, but instead, they had to shelter and provide for the refugees that suffered from the cold of the dimmed sun, the rivers of lava, and the grit of the endless ashfall. Opening the surviving upper reaches of the former clanhome, they were swamped by resentful and desperate refugees. The clan’s elite warriors and expert crafters were tasked with rebuilding and assisting those affected by their folly, and the clanhome was forced to contend with endless diplomacy and accommodation of many cultures in close quarters.

The Upwelling 1892-1905

The mystical interference with the volcanic energies freed a horrific shapeshifting fire monster, the Burnwykker, an elemental creature of the Deep Mantle. This primal force rose to plague the surface from within the now-active volcano. Energy writhed across the stone of the barren mountain, animating creatures made of stone and lava that served the wicked Prince of Flame. Clan Ignitus was harrowed by the challenge of protecting a diverse community both in the painfully relocated and rebuilding clanhome, and the surrounding territories that relied upon them for protection.

The Refit Cycle 1905-1917

Champions of Clan Ignitus delved into secrets and bravely faced the inexorable and inexhaustible might of the Stoneflow forces. Working together and developing new techniques for controlling the energy, and winning key battles, and gathering lore from weird and esoteric sources, they crafted runes to control and repurpose the elemental animus of the Stoneflow. Commanding their own constructs, stolen from the Prince of Flame, and riding mounts of stone and fire, they drove back the Upwelling and mostly contained it in the ruin of the Master Forge. Remnants and expeditions still plagued the mountains, but the occupying force of ravaging hot stone was pushed back and locked down in a climactic battle in 1917.

The Burning College 2017

The new archon founded a prestigious consortium of educational traditions affiliated into the Burning College, a century after the champions tamed the Stoneflow’s worst excesses and developed more local applications of the elemental refit. Sages, mystics, arcanists, and scholars came from a variety of cultures, keen to study the magic and energies of the mountain and its protections. Most of the clan’s military strength is tied up in guarding the master forge and the wicked malignance it contains, so the clan must rely on the goodwill of its neighbors and those it shelters to counter other threats. Still, the clan’s service to the area has built up a good reputation that they are keen to protect.

Starting Ratings: Prestige 5, Strength 1, Wealth 3, Dynasties 2. Roughly 600 adults, and 1,200 total members. The clan is about 300 years old, the current year is 2150.

The Doorchime and the Troll

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Several mercenaries and opportunists were at loose ends in the wake of the big wedding that ended the taxation dispute on the coach road between Seaview and Crosscurrent. The elves in particular felt a certain unease, a resonant disruption in the natural order of the woods.

The Scoundrels

In the walled coastal city of Seaview, several scoundrels were sheltering in a tavern as rain poured down outside. Captain Rowull of the City Watch led in some of his guards. One stood on a table and announced danger for pay, and interested parties gathered in the back corner. Of the various riff raff, five were tough enough to get hired for the job.

  • Craig (the Wick). Human fire wizard, a tough criminal.
  • Braddus Wraithbelt. Dwarven skirmisher, topsider, and alchemist with a talent for harvesting monster bits, a sky dwarf infected with gold fever.
  • Leftwin. Elven scout and oracle, haunted by a spirit guide.
  • Isildea Thelen. Elven spellwitch flesh shaper.
  • Elfas. Elven warrior, skilled in woodscraft.

Mild-mannered Craig became The Wick, a wanted bandit who profited from opportunistic violence during the recent unpleasantness, when he donned his darkened goggles. Fortunately, the wanted posters don’t get his nose right, and if he isn’t wearing his goggles he is difficult to recognize. Craig’s home was Seaview.

Braddus and Leftwin formed an unlikely partnership of grudging respect, as they were both skilled woodland skirmishers during the conflict. They fought on the side of Seaview together. Braddus was not forthcoming about his history, Leftwin came up in the Elkglades elven enclave for exiles and malcontents.

Isildea partnered with Elfas, her bodyguard. Both hailed from the haunted and barbaric Elkglades.

The Job

No time like the present! The scoundrels hefted their packs and bindles and followed the captain to the Dockside Barracks, cranking open a metal trapdoor leading down some rough steps to a former seatunnel that was blocked off from the tides. Braddus was weighed down with 90 feet of rope and a “climbing harness” just in case.

The mission was to go through a few tunnels to the Doorchime Shrine. The Doorchime was a massive enchanted battering ram, a siege weapon kept in an underground shrine when not needed. The roof of the shrine had a giant trapdoor that could be cranked open, and the chains could haul the battering ram up for retrieval. The trapdoor was barred from below, and the captain did not want to damage the door and its mechanism by trying to cut through it from above. The last two groups sent down to shoot the bolt didn’t come back.

Captain Rowull offered 50 gp each to go into the tunnels, and 500 gp for any survivors to split. The scoundrels agreed, and got 50 gp each, then they followed the captain and some guards down a long and rough tunnel to a more open cavern.

The Approach

Grim guards were bandaged and battered, working on some mantlets that could quickly barricade the tunnel deeper in. A cave entry opposite that tunnel was mostly blocked with stones, and the other side smelled of the sea. There were racks of polearms, and a rack with some shoddy firebombs.

Craig sidled over to the firebombs, considering filching some of them, but he was too closely watched. He bought one for 10 gp.

Isildea spotted a mysterious gray robed figure unobtrusively settled off to the side, and approached him, sensing he was a wizard. The one-eyed spellcaster introduced himself as Davish and said something cryptic about keeping an eye on them. He had a staff with an octopoid headpiece.

The captain gave them directions, telling them to stay to the left. They would pass the pool, and cross a channel, then they would reach the shrine.

The scoundrels formed up as the guards scraped the mantlets out of the way, and they headed down the dark tunnel as Craig brandished a torch in the middle of the marching order.

Darkness and Water

The scoundrels reached the Flickweather Sump, rainwater draining through vents high above to fall into the pool where locals came to fish sometimes. Damselflies zipped around in the shadows over the pool that faintly glowed with anemones. To cross from one walkway to the other, they had to put down a rickety and narrow footbridge leaning up against the wall; they had to hold their breaths to cross, and didn’t want to attempt it in a hurry.

They came to a dented metal door, and Braddus shoved it open; the hall beyond was redolent with troll stink. Grimly resolved, they found a narrower 5 foot corridor that a troll had squeezed through several times, smearing the walls. They followed to the left, and found a last stand for a group of guards; shattered mantlets and bits of the guards were smeared around the armory watch station, but the bodies had been dragged away.

Leaving that dead end, they followed the corridor the other way, somewhat relieved when it opened up to a wider hall. That relief faded as they came to a bridge, about three feet over a channel of still, dark water. Gathering their nerve, they crossed the bridge one at a time, intensely aware of the ripples in the still water, watchful for trollsign.

The Doorchime Shrine

The high-ceilinged shrine was clearly better craftsmanship than any area they had yet seen, columns rising into the darkness, and chains hanging from a mechanism in the columns to support the long battering ram. A statue of the god of war was braced by the head of the Doorchime ram.

Elfas watched their back trail, and Leftwin drifted over to keep an eye on the only other exit to the room. Braddus examined the mechanism and determined the controls and works were hidden behind the walls nearby. Craig started looking around for the secret access, but Isildea opened her uncanny elven senses and spotted the triggers. The secret door was worked into a shield in the shieldwall, poking the carving’s eyes opened the shield. Braddus and Isildea entered the musty works room, figuring out the mechanism to unbolt the ceiling trapdoor.

Ambush in the Dark

The troll burst out of the darkness in a wickedly stealthy ambush! Elfas had sharp elven senses, and he spotted the troll at once, snapping into action with his deadly elven blade as he called out to the others.

As the troll raced towards Elfas, arrows arced into the monster, and Elfas fought with cunning bladework to batter and baffle the creature, then leaped back out of the way with uncanny grace as Craig hurled his firebomb at the troll. Craig used his fire magic to guide the errant bomb back on course, and it burst to slather flame all over the screaming horror.

The elves rained arrows on the creature, and Craig used his fire magic to bolster the flames that ate into its regenerative powers. Elfas emptied a lantern’s oil onto the flailing troll torch. As strain took its toll on Craig, Isildea touched him, breathing the vitality of the deep woods into the flagging wizard. He rallied, and provoked an inferno from the troll fire, finishing it off decisively.

Victory and Spoils

Both Leftwin and Braddus had designs on the various troll bits they could sell or use. While the fire was dying down to manageable levels, Braddus cranked the secret mechanism to unlock the trapdoor above so it could be opened from the outside. The scoundrels gathered up some hot magical troll soot, and some of the knobbier bones, wrapping them in coats to make the heat tolerable to carry.

They followed their trail back to the entry cavern. Braddus sold his still-hot troll bones to Davish the wizard for 100 gp, and the wizard hastened off to do something with them while they were redolent with the troll’s life and the magic of its death. Captain Rowull was good for his word, and as soon as the City Watch tested the winches from above and opened the trapdoor, he paid them 500 gp that they split for 100 gp each.

  • Craig got 3 experience.
  • Braddus got 250 gp, so his gold fever granted him 2 Ledger.
  • Isildea formed an odd connection to the one-eyed wizard Davish, gaining 1 experience.
  • The other elves drifted through the episode, intrigued and contributing but not connecting.

Some reflections: the players made characters together, so I had no idea what they would play ahead of time. The mix of races and abilities worked out really well! The fire wizard was spotlighted for using magic to defeat the troll that otherwise would have been a much scarier challenge. The elves used their Uncanny ability to locate the secret mechanism easily, and to stay out of the way of the troll’s massively dangerous attack, and their archery carried the day for dealing out the needed damage to stop the troll. The dwarf was a great support, doling out additional attacks with his combat ability and looking over the mechanism, as well as carrying heavy gear and taking point. The players did a fine job of pooling their characters’ racial and chosen distinctives in a successful and entertaining collaboration. I planned a shorter adventure, since we were making characters together too; we started on time and ended on time.

Return to the Pillar of Flame

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  • Adil Nadhi. Knight sailor, captain of a small ship.
  • Cedvik Nightingale. Wizard criminal. Sight magic.
  • Elden. Wizard scholar. Travel magic.
  • James Thorne. Scoundrel criminal.
  • Robin. Elven Scout, Woodscraft.

Kan Vazaz. Scoundrel criminal. Remained on the boat for this one.

IRL 5.8.21

The Way In

As the scoundrels were gathering wood to build their miniature crane, they encountered Robin. The elf had his own boat and had made landfall on the island to refresh his water supply. He agreed to join them on their expedition, defeating the undead was a worthy goal. He waved off the idea of a share of treasure. Vazaz elected to remain with the ship and make sure their exit plan was secure in case they riled up something and had to leave in a hurry.

Hefting the big pulley repurposed from the ship rigging, and the support posts and parts, the scoundrels hiked back to the stone temple over the Pillar of Flame. They entered cautiously through the secret door.

Riled Up

The emberdead milled around in the entry chamber. The raiders cleared them out quickly, knocking a pile down before the energies destabilized and the rest fell apart. Cedvik once again focused his magical energies through his amulet; since his had been destroyed, he had borrowed Thorn’s amulet the day before. (Vazaz also loaned out his Simmerbrew to the active adventurers.) Once again, Cedvik miscalculated the energies, and detonated the overtaxed charm.

Moving on to the doorway, they saw another big batch in the hallway. Cedvik threw up an illusion to deflect their attention, and the raiders considered how best to proceed. Another battle, or wait for them to lose interest and discorporate or wander off? They withdrew to the jungle outside and rested for a while, recovering from incidental injuries from the fight.

When they returned, the hallway was fairly clear. They hustled to the balcony without further incident, building the crane while posting guard to get warning if another wave of emberdead closed in.

Staff Meeting

Thorn was the lucky raider who got to ride the slowly swaying tarred rope down into the heat mirage to retrieve the Emberstaff suspended in its magic, about a hundred feet below. Adil and Robin handled the windlass, and Elden used his travel magic to steady the swinging rope, while Cedvik posted lookout.

Shrugging off the rippling waves of heat that dried out the soaked and tarred rope, Thorn endured the long trip down. He managed to get the rope swinging enough for him to snatch the staff without being thoroughly cooked himself. As the tar began to melt on the rope, causing sticky problems, he struggled to climb while also holding the staff. His training as an acrobat thief were invaluable as he hauled himself up the rope, keeping the momentum going even as the windlass crew dealt with jams and delays as the makeshift equipment got gummed up by wet and tarry rope exposed to heat.

Thorn reached the balcony with the prize, only lightly toasted. Lady Urli, the scholar who funded the expedition, was eager to claim the Emberstaff on the spot. Adil hesitated, considering they were still in danger (and he was unclear on the difference between a scholar and wizard, so the stakes of her getting the staff were certainly unknown.) The rest of the raiders shrugged, and Urli insisted, so she got the staff and demanded they escort her out.

Tactical Withdrawal

The Pillar of Flame was sluggishly rousing defenses, but the raiders got clear. They carried the Emberstaff, the pulley, and enough of the steaming rope to have some insurance in case rough weather or disaster complicated their voyage home. (They abandoned the rest of the equipment used to make the crane.)

Reaching the ship, they planned their next move. Urli was done going into the Pillar of Flame, she got the Emberstaff and was keen to get to work studying it. Cedvik asked the other scoundrels to give him one of the enchanted amulets to repel the undead, but no one else was willing to give theirs up. Urli offered Cedvik her fancier, sturdier amulet in exchange for a chunk of deathbrittle the size of her head. He took the offer under consideration, accepting a bag of the proper size (but a bag made of leather only, with no protective properties; just to give him a sense of the size.)

The raiders remained interested in recovering the Ashlord’s amulets and solving the mystery of the resting place of the Lovely Three.

Scouting the Pillar of Flame

In the morning, the raiders returned through the secret passage. This time, Cedvik had a different plan. Rather than chopping their way down through the Pillar of Flame’s many dangers, he would use a ritual to project his point of consciousness. The ritual rendered him insensible to the waking world, requiring all his concentration, but he could skim through solid matter. He would not be able to see magical energies, but he could see in the dark, and pick up visual information for about ten minutes moving at high speeds. Once the raiders entered the Pillar of Flame, he arranged himself and sent his magical vision through the stone corridors.

He reported his findings with a sing-song tune; he could sing, but not hear the other raiders’ responses.

Second Level

  • He found a sacrificial table and shrine with expensive knives and jewelry, guarded by creepy statues.
  • Also, a strange table with spikes on it. A kneeling shrine for priests to prepare themselves.
  • A long hall, supported by bone pillars, where cultists could ritually complete the journey from life to death. At the end, a reflective black plate of Deathbrittle, the end of the road.
  • The blocky corridor in the center wound down around the central shaft, leading to the third level.

Third Level

  • A statue of the Ashlord overlooked a large chamber deep with crematorium dust where emberdead uneasily slumbered, forming and crumbling. To one side, a crystal chamber deeply crusted with deathbrittle.
  • Off to the other side, there was an audience hall of sorts, where someone could stand at a podium and address the gathered followers. Behind curtains, a long chamber with more reflective deathbrittle plates mounted on the wall.
  • Through an ornate door connected to that chamber, Cedvik found what appeared to be a tomb kennel for the tarry hounds, and through a connected door, the burial chamber for the Master of the Hunt. Quiescent, the undead monster was buried with a blade matching the depiction of the Sundering Blade on the first level.
  • On the far side of the level, a wide and crooked hall housed thousands of corpses stacked in standing position, waiting for the necromancers to wake them and summon an army. Another of the black wall-mounted plates was in this chamber, flanked by braziers.

Fourth Level

The duration of the spell was running out, so Cedvik withdrew hastily to his body and awoke.

Sobered by the dangers and treasures below, the raiders withdrew to form a plan of attack for their next expedition.

3 experience for the humans, 0 for the elf.

The Ember Staff

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  • Adil Nadhi. Knight sailor, captain of a small ship.
  • Cedvik Nightingale. Wizard criminal. Sight magic.
  • Elden. Wizard scholar. Travel magic.
  • James Thorne. Scoundrel criminal.
  • Kan Vazaz. Scoundrel criminal.

The volcanic island of Pallspreader is studded with deathbrittle, impossible to settle because of the restless dead. The Pillar of Flame is an underground fortress from which the Ashlord, an undead warlord, ruled a modest seafaring territory with emberdead aboard blackened ships.

Urli, a scholar from Tecnica, believes she has found the location of the Pillar of Flame. The fortress was buried in stone and warded by a Tecnican warlord to assure none of the slain Ashlord’s lore or artifacts would escape the site to cause further trouble. Urli offered the scoundrels 200 gp, talismans called Amulets of the Six Sages that would help protect them from the emberdead, and a Simmerbrew healing potion each to come along. Also, she knows of the way in, and has studied. All she wants is the Emberstaff, and the scoundrels can keep anything else they find.

Enter the Pillar of Flame

The ship dropped anchor off the coast, and the scoundrels (along with Urli) sloshed ashore and headed through the jungle to the stone temple built to cap and restrain the Pillar of Flame. Urli conducted a ritual to disarm the entry, and they pushed their way through the big stone door. They sensed their intrusion reverberating through the place, and the emberdead began to pull together to assault them.

They passed a big portrait frieze of the Emberlord by the entrance. Further in, they found a balcony overlooking a massive 120 foot drop, a vertical shaft that appeared to only be accessible from the balcony at the top and entry at the bottom. In the center, a dome of embers radiated a heat mirage up the center of the shaft, and at the center of the mirage at the bottom hung what appeared to be the Emberstaff.

Depictions of Treasure

The heat was daunting, so they decided to look for another way down. Continuing on, they passed three works of art on the wall depicting the Emberstaff, the Master of the Pack’s Sundering Blade, and the Amulets of the Lovely Three. Urli gave them a little background on each, delighted to show off her research.

She told them the Lovely Three were undead consorts to the Ashlord who were slain beyond recall by the Witherfeather Archers, then entombed somewhere in the Pillar of Flame along with the Emberheart amulets the Ashlord crafted for them. Apparently one of the craftsmen forced to work on the Pillar of Flame escaped, and before he died of madness and injury, he whispered something about the access to the tomb of the Lovely Three being guarded by the burning blood of the slain monarchs.

Emberdead managed to shamble towards them. The slow-moving and suffering manifestations were easily dispatched.

Behind the Door

The raiders reached an intersection with two doors and stairs leading further down. The door appeared to have a chunk of polished deathbrittle in the center. They hauled it open and cautiously went inside, discovering two pillars made of bones as well as two artistic frames. The frames contained crowns on skulls embedded in the artwork; perhaps these were the slain monarchs.

As the raiders puzzled over these elements, more emberdead arrived. The raiders closed the stone door, but the emberdead were able to transport through the deathbrittle at the center of the door, entering the room and taking them by surprise. Cedvik concentrated his magic through the amulet, boosting its effect on the emberdead to damage several at once with a single burst rather than repelling them. In the fierce fighting, Adill struck one of the bone pillars, attempting to shatter it and possibly disrupt the undead.

The Tarry Hound

A horrible tarry hound slid out of the pillar’s center and assaulted the raiders, putting them in desperate peril. The wavering energies of the emberdead gave out, and they collapsed into heaps of ash as the raiders finished off the tarry hound–but before the battle was over, Cedvik lashed out at the other pillar–and another tarry hound emerged.

The horrific monsters occasionally concentrated their energies and regenerated their vitality, and also in the heat of combat they burst into flame, causing further damage. The raiders struck them with weapons, only to have those weapons tugged out of their grip by the tarry substance of the bodies. (They recovered most of their weapons.)

Battered and keenly feeling their mortality, the raiders struggled with whether to retreat or double down. As they pulled back to the hallway, Thorne tried to open another stone door, but the rest of the raiders pulled him along as they retreated down the stairs, deeper into the Pillar of Flame rather than heading for the exit.

The surviving tarry hound gave harrowing chase. They threw canteens of water at it, but the flame was only dimmed and not extinguished. Cedvik attempted to concentrate power through his amulet again and it burst, overloaded.

Despairing of outrunning the beast, they turned on it and managed to slay the foul thing. Breathless and harried, they had a rapid conference on next moves, and decided to head back towards the surface.

Consolation Prize

Returning to the skulls and crowns, Thorne and Vazaz broke the skulls and pulled the crowns free; a nice payday. Reluctant to retreat, they pushed open the other stone door and discovered a chamber with another portrait of the Ashlord–and stairs up. They discovered the interior side of a secret door built on the exterior, a way to enter and exit without disrupting the seal that was supposed to hold the Pillar of Flame inert below.

The scuffed-up raiders retreated to Adill’s ship to rest, refill their sheaths for weapons lost, and then put together a block and tackle. Using that and the tarred rope, and maybe some quenching magic to keep the rope and frame from setting fire, perhaps they could get down to the Emberstaff first thing on the next expedition…

Book Keeping

  • Thorne gave his amulet to Cedvik, so he could tune to it overnight and use it on the next expedition.
  • They got 2 crowns worth 500 gp each.
  • They build a block and tackle, and pull together about 150 feet of tarred rope.
  • 3 experience each.

Housewarming Party

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Played 4.10.21 IRL. Humans!

Adill Nadhi. Knight sailor, captain of a small ship.

Cedvik Nightingale. Wizard criminal. Sight magic.

Elden. Wizard scholar. Travel magic.

Evict the Lord of Gums from Spike Isle

Magistrate Jaron, ruler of Tecnica Isle, hired these scoundrels to go to Spike Isle and wipe out the Lord of Gums and his necromatic cult before they established a foothold. Fr. Inmon went along to confirm the Lord of Gums was actually killed; the adventurers left him with the first mate of the boat and the crew, to assure they had an exit even if things went terribly wrong inside.

An interrogated prisoner explained that there were two entrances to the underground lair; one that suckbats used to come and go, and one the cultists used (and guarded.)

Entry

The adventurers chose to enter through the suckbat vent, with Adhill leading the way after Cedvik enchanted his allies so they could all see in the dark. He spotted a resting suckbat, and took a swipe at it with his hammer–the whole swarm rose up and attacked. Elden blinked out to safety as the others managed a “fighting withdrawal” with Cecvik popping a startling flash as they retreated. They crushed most of the suckbats, and the rest withdrew.

After resting for about an hour, they made another attempt, this time pushing past the few remaining suckbats and entering the lair, following the winding unfinished stone corridors.

Home Defense

While the others lagged behind, Cedvik scouted ahead, using his magic to see in the darkness while the others relied on torchlight. As Cedvic crossed a chamber, a droprock almost impaled him. His screams of terror attracted slavering servitors, undead with massive claws and lamp-like eyes. Two of them raced out of the darkness. As Adill and Elden battled one, Cedvik hurled the droprock at the other and ran for his life.

The servitors were driven back, and the adventurers followed Cedvik, catching up. They saw lights and heard chanting, so they followed the corridor. Cedvik scouted again, but he got too close, and the robed cultists spotted him. They attacked.

Again Cedvik flashed the incoming cultists, disorienting them so the adventurers quickly won. As they knocked the last cultist down, they realized there was only a door between them and the Lord of Gums (and his slavering servitors.)

The Lord of Gums

The necromancer was tending a ritual braizer full of deathbrittle and other components, seeding the chamber to make a geode of death in this lair. He would be able to reanimate and empower a much larger force, should he succeed.

One of the slavering servitors that had been following them attacked, and some of the adventurers fought it off while Adill struggled with the servitor guarding the necromancer. Elden tried to magically hurl the brazier into the necromancer, but dark forces countered and rebuffed him. One of the cultists spasmed and became a slavering servitor on the spot, and a rush of power flowed through the necromancer and struck down Adill; reeling, the warrior tried to fight on, but the pain of his wounds overcame him.

Retreat

As the Lord of Gums channeled more dark power into his servitors to increase their unholy armor, the two wizards snatched up their fallen warrior and managed to stagger out of the lair, collapsing once to catch their breath before finishing the mad rush to the ship. Once they had some water between the haunted shore and the ship, they took stock of the situation. With Adill badly hurt, it seemed best to retreat and reconsider their tactics.

Experience: 3 each.

The Gathzar Stash

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Played 3/20/2021 IRL, 12/11/2122 IG.

Clan Rumbleseed Dwarves

  • Thoreson Grimeater (Anders) Berserker, Chef, Healer.
  • Vanmil Glowhide (Kriss) Vanguard, Adept, Jeweler.

Clan Caskbound Dwarves

  • Devron Leveller (Mark) Berserker. Chosen, Mason.
  • Korvask Wyrt (Michael) Vanguard. Enchanter, Scholar.
  • Dandel “The Dan” Deeptunnel (Simon) Berserker. Carouser, Miner, Brewer.

On the Way

Ivo got clipped by shrapnel from the imploding Void ship, and some kind of residue on it knocked him out, sinking through his resistances and endangering his life. The dwarves were determined to get him to safety in Stoneshadow. Also, The Dan was challenged to a drinking contest with some of the Void sailors, and they gave him something with some cosmic blood or something in it that knocked him right out. Meanwhile Captain Del thanked Vanmil for protecting her during the battle by giving her some sun-infused honeymead.

Neeveedia, the sorceress, gathered the dwarves for an update on what they were about to do. The captain agreed to detour to pick up the dwarves because they would be useful as “marines” for the upcoming assault on the Gathzar Stash. The captain was after some magical throne within the stash that would allow her to flush the life out of someone and bring someone dead back to life, and doing this would let the captain break one of the four curses she carried (placed by the daughter of a dead man, broken by his return to life.)

Lord Zularia pursued them; a champion of law and order, devoid of compassion or respect for nuance, the zealot had acquired Blokka Wedge (a member of the Coven alongside Neeveedia) and planned to revive the Angel of Vengeance that had been destroyed. He was determined to get to the throne, and since it only worked once per century, whoever reached it first would be the only one to use it. Neeveedia shared a map of the interior of the stash, showing them where they could get into the forest of pools, and warning them about the mysterious Guardian of Veins.

Angel Assault

With a jolt, the Void ship came under fire from Zularia, in hot pursuit. Vanmil and Korvask assisted the helm, Busaris, in coaxing more speed from the Void ship. Zularia released an angel to attack them, first trying to force them from their path and then assaulting the helm. The commotion of its landing woke the Dan, who joined the fray as the dwarves battered the angel. It was defeated and recalled to a magical shield Zularia carried. Redoubling their efforts, the Sunspinner pulled ahead, sure to reach the stash first. Devron led a brief service to remind the dwarves of their strength and history, bolstering their Resolve.

The Gate

They arrived at the gate, which appeared open and undefended until an energy maze manifested around it, complete with stalking guardians. Vanmil and Kovask combined their resources to touch the maze and sense the mind directing it. Vanmil shared the image with Neeveedia, who told them the wizard was Father Siski, a cultist dedicated to protecting darkness and mysteries.

The adventurers divided into four teams. With Siski running the maze, Neeveedia preferred to stay back and guard the ship and crew. Captain Del and Busaris and some crew headed into the maze to flank Siski. Vanmil and Korvask concentrated through the maze, preventing Siski from shifting and adjusting the modular maze protecting the pulpit and the gate. Devron led the rest of the Fellowship through the maze, closing in on Siski.

Vanmil and Korvask baffled and defeated Siski, preventing his full control of the maze, polluting him with horrific thoughts and marking the dwarven trail with runes. Devron’s infiltrators kept up steady progress towards the center, eventually ambushing him before any of the maze guardians could catch up to them. Devron’s massive attack with his mace drove the wizard apart into a swarm of bats that swirled away as the maze broke up.

Zularia’s ship boomed into view as Busaris took over the pulpit and generated a new maze to keep the zealot back. Dragging Ivo’s unconscious form, the Fellowship joined with the captain and headed into the tunnel that accessed the stash.

Guardian of Veins

As they passed through the stash, they found a mass of dead intruders that were arranged sitting, waiting. Witch lights settled into them, beginning to wake the corpses, so the Fellowship moved on fast.

As Zularia burned through the maze protecting the gate, Del’s map key artifact and Vanmil’s helm control opened the gate; the Gathzar ghosts liked the air of killing that hung around Vanmil. Elsewhere in the compound, the Guardian of Veins was forming. Hustling in to find the throne room, they were ambushed by the Guardian of Veins. Korvask barely survived a massive bite by sacrificing his enchanted shield (which he willed to re-form before they left.)

The Guardian of Veins began to rise as soon as it was defeated, so the Fellowship moved fast. As Del finished the resurrection ritual and Zularia burned through the last of the gate defenses, the Fellowship collected a magical ring crown, enchanted orcish polearm, magical garrotte, and magical axe as well as some arm-loads of expensive trophies. They raced to the balcony overlooking the Stone Forest of Pools, leaping down and using Korvask’s connection to the Mind Shard Nexus to look for home.

As Zularia was bogged down fighting the reanimated dead and his angel was ambushed by the Guardian of Veins, Captain Del’s curse triggered monsters rising from the gates, so she ran to take another exit and abandon ship. The Fellowship found the synched portal and jumped through, headed back to Stoneshadow at last.

Veinsluice Forge

At last the Fellowship returned to familiar lands, reaching the Forge by tumbling out through the Mind Shard Nexus that coated its inner walls. They met with the sub-archon of Clan Caskbound, in their clanhome Whiskey Forge, finally telling their tale.

3 Ledger.

Into the Void

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Played 1/2/2021 IRL, 12/10/2122 IG.

Clan Rumbleseed Dwarves

  • Ivo Flynt (Imre) Support, Gunsmith, Engineer, Delver.
  • Thoreson Grimeater (Anders) Berserker, Chef, Healer.
  • Vanmil Glowhide (Kriss) Vanguard, Adept, Jeweler.

Clan Caskbound Dwarves

  • Devron Leveller (Mark) Berserker. Chosen, Mason.
  • Korvask Wyrt (Michael) Vanguard. Enchanter, Scholar.
  • Dandel “The Dan” Deeptunnel (Simon) Berserker. Carouser, Miner, Brewer.

Awakening

The Dan boarded the corpse of the giant sea monster, adrift in the Void and petrified. Following the light of the Nexus of the Mind Shard, he found the Fellowship that had been banished when the Sea Thresher fell out of the world. The shard melted as it shone into Korvask, and resonated through him to wake the others, transforming their petrified state back into living flesh. Vanmil was dismayed to discover her samples taken from the Seathresher were not thawing as well as she was, and might lose their potency.

Busurus was a dwarf, and the pilot for the void ship Sunspinner, and she accompanied the Dan in. She carried a keg of his award-winning brew, to help the Fellowship rouse. Once most of them could walk (Ivo was slow to thaw, and Korvask was deeply involved with the Nexus) the Fellowship hauled their gear and companions along as they returned to the skiff, and from there, to the void ship.

The Sunspinner

The Fellowship boarded, meeting Captain Del and Neeveedia, a wizard. The Sun Spinner was eager to get underway, as they were in something of a race with other ships, all pursuing access to the Gathzar Stash, a void pirate treasure vault.

Neeveedia chatted with the Fellowship as they rested, helping them get an idea of what was going on. Yaru, a wizard known to the Caskbound dwarves, sent an amulet of the sea with the Dan. If they entered an astral pool, Yaru might be able to sense their signal and pull them back to Stoneshadow.

Neeveedia proposed they help the Sun Spinner break into the Gathzar Stash. Within was a famed Forest of Pools. The pools were portals that opened to many worlds, and that would be a safer way to return home, rather than trusting to Yaru’s vigilance, skill, and commitment. Plus, treasure. The Dan confirmed that Caskbound and Rumbleseed kicked in a lot of treasure to mount this rescue, and it might be nice to compensate them somewhat. The Fellowship decided to pursue the Gathzar Stash, their homesickness could wait.

The Spiral Current

The Sunspinner reached the Spiral Current. It was an energy twist that ran through space, assisting fast travel. Those on the deck of a void ship would have to face their fear, and if they held firm, they would exit the current near their destination. Those who failed would be hurled into the deeps of the Void, and it could take weeks to travel back to traveled routes.

Since Captain Del was under 4 curses, she didn’t ride on the deck; too much feedback. Busrurus needed to run the helm, and some of the Fellowship volunteered to ride out the trial. Korvask and Vanmil weathered their fearful visions, only Thoreson shivered in the face of his; they exited somewhat near their destination.

The Eyedrinker

Before they could refocus, the Spiral Current pulsed, and another void ship sailed out. It was the Eyedrinker, a horrible vessel with a tattooed elf at the helm and a horned demon captain screaming encouragement as the helm belched out waves of undead to board the Sunspinner.

The Fellowship acted quickly, with the Dan working with Ivo to weaponize the last of his brew, firing it as an incendiary to set the side of the Eyedrinker aflame. Korvask painted a multiplying rune on the ballista spear, so it split and jammed many spears into the side of the oncoming void ship.

Boarding Action

The Eyedrinker fired out a cloud along its whole deck, launching a wave of undead through the Void to board the Sunspinner. Battle was joined, with shadowy wraiths zooming across the gap between ships first and tangling with the berserkers. Ivo raced up to the helm deck to get a better line of fire on the helm of their attacker. He sniped the elf at the helm, so the captain had to stand in.

Vanmil tried to take on the helm, but overloaded, unprepared to direct its intricate energies. She fought the undead clambering up the side of the ship, closing in on the helm, protecting Busurus. As the berskerers Thoreson and Devron battled waves of undead, the Dan managed a running start and a heroic leap, clearing the distance to land on the deck of the Eyedrinker, blasting out a gust of flaming alcohol and torching some of the undead.

Scuttling the Eyedrinker

The Eyedrinker shuddered when its helm-elf was shot down. With the helm absorbing the captain’s attention, a shadowy elf ambushed the Dan and stabbed him with a barbed dagger that forced him to be silent. The Dan was about to be overrun, but Vanmil and Ivo combined fire on the helm and sniped the captain. Rudderless, the Eyedrinker began its implosion.

Korvask won free of his attackers, scooping up a grapple line the captain tossed him. He leaped up on the railing of the Sunspinner and bet it all on a long shot, hurling the grapple towards the Dan–and hooking him! The Dan fell off the Eyedrinker, badly injured, just before the Eyedrinker imploded with helm feedback.

The embattled Fellowship managed to hold out against the last attacks of the boarding undead before the corpses lost their animation with the destruction of the helm that spewed them out. Vanmil charged to the captain’s rescue and diluted the hostile focus on her long enough for her to survive the rush.

Captain Del thanked the Fellowship for their assistance, and the Sunspinner set a course to continue their race to breach the Gathzar Stash.

The Fellowship received 3 Ledger they can redeem when they tell the tale. The Dan received 4.

The Meat Mine (part 2)

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Played 11/14/20 IRL, 4/20/2122 IG.

Clan Rumbleseed Dwarves

  • Ivo Flynt (Imre) Support, Gunsmith, Engineer, Delver.
  • Thoreson Grimeater (Anders) Berserker, Chef, Healer.
  • Vanmil Glowhide (Kriss) Vanguard, Adept, Jeweler.

Clan Caskbound Dwarves

  • Devron Leveller (Mark) Berserker. Chosen, Mason.
  • Korvask Wyrt (Michael) Vanguard. Enchanter, Scholar.

The dwarves prepared their defenses, expecting the shadow elves to close in as soon as it was dark enough for them to jump through shadows in surgical ambushes. Ivo climbed a tower and worked on enhancing one of the crude cannons from the pirate ship, looking to take aim at the elven ship. Korvask assisted, enchanting chained cannonballs designed to tear up the mast and sails. Others worked to prepare bile barrel explosives, and to organize the disoriented and fearful pirates.

Ivo fired the cannon at the platform where the elven commander Lady Litiska set up her operations, damaging the mast supporting the platform so it listed almost to the waterline, but the cannon was badly damaged and it was risky to use it again.

Thoreson and Devron took the Sea Scout and flew over the elven ships, dropping explosives on one of them and sinking it. In the process, Thoreson fumbled the bombs, so while one of the ships sank they didn’t have enough explosives to try to sink the other one.

Unexpected Rescue

Lady Litiska and her agent Nevesti signaled frantically. An unnatural fog sprang up, blanketing the surface of the sea. The elven ship was scuttled, further out to sea. As the sun sank, the Sea Witches made their move, sending monsters swarming over the elven position.

The dwarves took a risk, sending a boat out to rescue the elves from their precarious and damaged platform. Vanmil swirled the fog out of the way with her adept energies, and Devron helped pick up the contingent of surviving elves. Lady Litiska was still haughty, but toned it down in the face of annihilation the hands of the Sea Witches.

Now What?

Regrouping on the central platform, the dwarves allied with the humans and elves to survive the Sea Witch threat. Litiska revealed she was tasked with retrieving the Elemental Lodestone from the Seathresher’s head; a rare object that allows for the creation of a flying wizard tower or dimensional nexus. It was the occult biology of the monster that allowed it to navigate dimensions.

If they could get that, the greatest treasure in the meat mine, and then escape, then the elves would forget the offenses of the pirates and dwarves in seeking to loot their site.

Devron and Thoreson had their own reasons for wanting to delve into the fleshy chambers underfoot, and the dwarves agreed to assist the elves and retrieve this treasure. They could keep anything else they found on the way, so long as the elves got what they were after.

Racing Through the Veins

The humans pulled back from the site with the elven survivors. Only Nevesti accompanied the elves into the deadly corpse. She brought along a pixie, Plick, who could provide light and scouting service.

Buzzfeeders burrowed out of the walls of the fleshy passages, attacking, and the dwarves sorted them out in short order. They also faced a platecrawler, a larger parasite growing desperate as the life energy of the Seathresher waned. Eventually they battled their way to the resonance chamber in the head where the lodestone should be; the burned passages through flesh seared by the flame constructs that Iskavol controlled diminished their hopes they would get there first, and sure enough, the lodestone had been wrested from its seat in the monster’s head. Their treasure was gone.

Stuck in Its Craw

Devron was determined to get to the craw, as there was a legendary treasure that might be found there. Thoreson was keen to travel deeper in towards the heart, though he was not forthcoming about why. The adventurers headed into the throat and found the craw, and Devron cut and squirmed his way into the grinding organ. He emerged, unspeakably befouled, but clutching a large chunk of secretions and debris.

Clearing it off, he revealed the Maul of Forbiddance. The weapon was a mace with the skull of Hazandar, one of the Gods of Ur, mounted as its head. Hazandar could head-butt creatures from other worlds, forcing them out of this one. Suluun, a mighty hero of Bloodcrag a thousand years ago, met her end diving into the Seathresher and blasting it out of Stoneshadow. The Maul survived in the monster’s craw, and now Devron possessed it.

The Sea Cone

Korvask and Vanmil were working together to sense the energies in the decaying monster. They felt the Sea Witches working their way into the flesh from the other end, the tentacles and ventral side. Vanmil detected a swarm of life in the corpse. She realized the elven word for this monster roughly translated to “sea cone” not because of its shape, but… there were some pine cones that only opened to release their seeds in the heat of a great fire.

What if the Sea Witches summoned this beast and sent it against the elven navy for the express purpose of getting it killed? The dwarves realized there were many unborn young through the corpse that were rousing, and the Sea Witches were here to harvest them and cultivate a whole mass of gargantuan sea monsters. It was almost too late to stop them, and this modest force of warriors was not enough to stand against the Sea Witches and their horde.

A Desperate Plan

The Fellowship steeled themselves to try a bold strategy. They fought their way back to the resonance chamber where the lodestone had been seated. From here, the dimensional reverberation traveled through the whole beast, allowing it to move between planes.

Devron was determined to pit the Maul of Forbiddance against the presence of this corpse in Stoneshadow. Perhaps it could be driven out of the world altogether. The other dwarves had the opportunity to escape before the attempt (and the elf did, taking the pixie with her.) Thoreson wanted to go deeper into the body, and was not ready to escape. The other dwarves decided to stand together, and gamble all their fates on the outcome of this bid to deny the Sea Witches their monstrous prizes.

Devron dug deep in his Resolve, and hurled himself and the Maul of Forbiddance against the seat of the lodestone. Impossibly, the still-potent energy of the God of Ur resonated through the fibers of the Seathresher’s corpse, driven by inexorable dwarven stubbornness.

The entire body of the Seathresher, and all it contained, were driven from the plane, cast out into the Void…

Ledger

The Fellowship banked Ledger they could redeem when they tell the tale.

Thoreson, Vanmil, and Ivo banked 3. Devron banked 4. (He succeeded in an additional objective in service of the clan.)