((Anders, Carina, Erik, Lars))
Being a member of the Indigo Trailblazers, even a junior one, apparently has it's perks. Such as getting selected to head a mysterious quest for the royal family. While on the way to the audience one of Rumplank's most well-known bards (definitely the loudest, and smallest) came along, seeking out new tales of adventure to chronicle in song and dance. Two passing strangers new to the island overheard them saying something about a 'party' and immediately tagged along as they were always ready to party down! (Once in the audience chamber the two kobolds from some place called Absalom(for such the two strangers turned out to be) were at first disappointed that apparently the 'party' referred to a 'party of adventurers', but, eh, they were down for adventuring as well.)
In their meeting with King Okeki, Queen Maxelle, Prince Kulup and Princess Atriella the new-minted party learned that their quest - should they accept it - was to take the recently found half of a magical map made by the city's founder, Poppy Von Barnacle, that was supposed to lead to her hideout/treasure, find the missing other half of it and follow it to it's destination.
The royal family had a few suggestions on people to talk to and places to go (The Temple of Many Colors, Quill & Scroll Academy, Treasure Beach, the Gutted Snake tavern.)
After the audience was over the group headed for the temple where they spoke with Prismatic Colvi, the chief cleric. He told them that they would need to find not only the other half of the map, but also a magical key of some sort that they would need to use to reassemble the map, though that would also start the map's disintegration process, meaning that once they combined it they would need to move fast. (On the way out he asked if they could help with identifying a few newly found statues, but, alas, they could not.)
After that they passed by the Quill & Scroll Academy and spoke to Headmistress U'oko who told them quite a bit about the companions of Poppy, and was quite pleased when they figured out a puzzle box she had been struggling to open, giving them a few scrolls to help them with their quest.
• Arahosko the Red: Shellfire, as some called her, was a matchless evoker, among other pursuits. “Among Poppy’s crew, she was the only one from Goldcrop Island—a little village called Jakapo Town, not far from here, as a matter of fact. It’s a kind of mushroom village populated entirely by galtzagorris.” U’oko nods toward the characters’ map fragment. “Arahosko was also Poppy’s chief cartographer. She no doubt crafted the treasure map whose half you hold, enchanting it with powerful magic to ensure it didn’t fall into unworthy hands.” U’oko leans back and looks toward the ceiling, clearly reveling in some admiring fantasy of Poppy’s famous wizard friend. “One playful anecdote has it that the only way to best Arahosko the Red was to dress her in blue—her least favorite color. Clearly a joke, of course.”
• Jesea Swiftarrow: “No one could beat Jesea, the Rugged Ranger, in contests of archery,” says U’oko. Somewhat famously, Jesea had an X-shaped scar on her jawline, just below her left ear. No one knows where the scar came from, and the hardriggan ranger refused to speak of it.
• Pinomeri Elemarte: Rumplankers adore Pinomeri, the Drifting Cleric—”especially around Nevala,” U’oko notes with a dry laugh. Though Poppy’s pious indigo dragon companion was a worshipper of Ebrugeses, the god of good food, Pinomeri could rarely refuse a potent libation. “Rum, wine, ale. He loved them all in equal measure.”
• Undayo of Stonegulch: Only raw, unbridled strength ever impressed the kragrak barbarian Undayo. “He was Old Rock to his friends, though those numbered few,” says U’oko. “It was said that to gain Undayo’s trust, one had to beat him in one-on-one combat. Naturally, few ever attained this honor.”
While on the way to Treasure Beach they got caught up in the Glitterfest Parade, dancing along with it until a cart full of Toog-toogs was overturned and they had to rescue some of their compatriots from the glitter-loving attentions of the Toog-toogs.
That out of the way they were soon beset by a pair of Iron Eel goons who demanded the map. They refused. Pointedly. And bluntly. And with fire magic. Leaving the two goons *very* dead. The summoned guards agreed that it was a clear case of self defence.
At Treasure Beach they chanced upon Master Olo's Beach Fighting Camp, where the bard immediately suggested the party should fight for answers from Master Olo. Bemusedly Master Olo agreed, a bit of sparring for his students was sure to be useful. He set up a fighting area and the party quickly defeated his pupils. Impressed, Master Olo offered to teach the group his favored technique, the Flying Pig, and offered what he knew, which was that an Iron Eel holding a parchment map had blundered into the fighting camp yesterday when it was being held at Ironsalt Cove. They spent the rest of the day resting and training at the camp.
With the day at an end they got a room at the Rumpled Feather.
The Iron Eels now having been brought to their negative attention twice, they decided to take action, and headed for the gang's hideout.
Once there they tricked their way in (and killed the guards), after which they proceeded to slay their way through the gang, ending up with a bloody fight against Melar Kan on the roof, which ended with the group winning. After looting their way down to the bottom floor again they summoned the guards, suggesting that this place would make a very nice guard post. The guards found no problem with that suggestion, or the theory that the the Iron Eels had all died due to internal conflicts leading to infighting, and cheerily waved as the party left the new guard post.
The journals of Melar Kan revealed that:
• Melar Kan lost the other half of the treasure map while exploring the remains of a beached ship called the Gasping Gipper. “The whole expedition went topsy-turvy, honestly,” Melar Kan confesses. “We didn’t account for the rumors of undead haunting the ship to be true. Lost some good recruits out there, we did. Also lost our half of the map—it quite literally walked away, believe it or not. We did find what we came for, though: the sapphire scale.”
• The two map fragments can be rejoined by using a magic keystone called the sapphire scale. Melar Kan believes the scale is somewhere in the Writhing Swamp. “Thing is, we actually had this keystone, til that scallywag Squotan Malardy stole it,” Melar Kan spits. “On our way back from the Gipper, we was slogging through the Writhing Swamp—nasty bog to the southeast, terrible place—when Malardy made off with it, the cad. If I ever see that traitor in Rumplank again, I’ll string him from the crow’s nest, I will. Anyway, no doubt he went and sold the gem soon as he could. Only folks around those parts are Jakapo Towners—galtzagorris who live in giant mushrooms. Maybe they’ve seen ‘im.”
• The map is probably cursed. “Poppy was a cunning one, she was,” Melar Kan says admiringly. “Always testing her students, and her favorites most of all. I wouldn’t doubt that she’s placed some kind of curse on the map, maybe one that activates only once it’s put back together. No doubt you’d have to find the map’s maker—or someone like her—to undo such a curse.”
After selling all their spare loot they rested the night at the same tavern.
It is now early morning.
((Anders, Carina, Erik, Lars, Molle))
After breakfast one of Olo's disciples - Neferiten - showed up and wanted to tag along as they headed for Jakapo Town.
There they spoke to the locals about the town, while staying reticent about the map. At Thyalodon Ranch the herder Kuaranda told them that yes, she bought an expensive dragon scale from a traveling g’mayun recently, though she didn’t realize it was magical or stolen. She turned the scale into a head ornament and placed it on her favorite thyaladon, which has unfortunately gone missing. The group readily agreed to fetch her beast in return for the scale.
At the Writhing Swamp they found a path through the thick tangles of brambles that led them to a pit trap where an unlucky wildfire leshy named Ignatius Barkley was trapped by a pair of Leshy Husks. After killing the corrupted plants and rescuing him - the last survivor of the leshy tribe that the Leshy Husks had been formed from - the proceeded towards a stone structure guarded by more husks as well as some undead Iron Eel thugs. Beyond them they saw a husk that seemed to be guarding a snake-man of some kind that was tied to a pillar.
They managed to kill the leshy husk as well as the very aggressive snake-man-creature. While that fight was going on they noticed more husks guarding - and apparently preparing to sacrifice - the very thyaladon they sought. The thyaladon went into an uncharacteristic mad berserk rage once it saw blood - apparently an effect of the dragon scale strapped to it's forehead - and a chaotic fight ensued. Eventually the group put down the husks and managed to get the scale off the thyaladon, who instantly calmed down. During the night a giant wasp attacked, but other than that the trip back to Jakapo Town was uneventful.
Here, I messed up the adventure, I had missed a *very* important section of the adventure earlier, so, eh, please ignore any memories you have of glowing obelisks. That comes later. I blame Molle. Obviously. I mean, Nepharites warp reality... :)
The group for various unexplainable reasons went to talk to S'Matzia, coming across her gardener being consumed by an undead rose. Once the rose was no longer a rose, they proceeded to her house where it turned out she was in the middle of a ritual that had gone slightly wrong, summoning a goopy eye-creature of some sort that was doing it's best to eat everyone's eyes. After the group squished it she managed to complete her nature and - for some unexplainable reason - told them that once they had all the parts they could bring it to her and she'd help them reinforce it so it didn't break down so fast, using a silver dye made from thyalodon excretions that they bought from Kuaranda.
They spent the night in one of her huts, intending to head for the wreck of the Gasping Gipper in the morning.
((Anders, Carina, Erik, Lars))
From the rocky shoreline where the Gasping Gipper had foundered they saw that the ship was broken in two parts and some undead Iron Eels were wandering about. Tortrok tried jumping over to the ship, but failed and was attacked by a baby brine shark. This and the wandering undead were soon dispatched.
After setting up a rope bridge so all could safely make it across they avoided some rotting deck planks and looted the captain's cabin, singing sea shantys.
Proceeding down the hole in the floor into the hold they found a chest guarded by a ghost of some sort shouting that they should get off his ship.
After defeating the guardian and looting the chest they headed down the lower deck, where they saw a scroll mold trying to hide. Before they reached it a pair of evil fey of some sort appeared, attacking the scroll mold. In the ensuing fight they put down the two fey and managed to convince the scroll mold to replace the map they wanted with another magical item.
That done, they headed back to Jakapo Town and got S'Matzia to - after some trouble - complete the ritual to re-ink the map.
The sage explains that they must visit each landmark indicated on the map in order to “charge” the Sapphire Scale with magical energy. “At each landmark is a magical waystone. It’s clear that you must touch the sapphire scale to these waystones to gain their power. As for what the purpose of empowering the scale—I imagine that will become clear once you find the Gilded Pirate’s hideout.”
She also warned the group about the next-closest landmark indicated: Hissing Gulch. “It’s a ravine known for jungle mantises which, like cicadas, return to the same place every ten years to breed en masse,” S’matzia says direly. “You won’t be able to reach the waypoint in the gulch unless you calm the angry insects first.” They'll need to retrieve a sacred harmonica called the Gentle Whistler, then play a particular song on the holy instrument at the nearby Aksyanis Amphitheater. From here, all the bugs in the gulch should be able to hear the enchanting melody, which will calm them down enough for the characters to pass through the gulch. “Unfortunately, an evil Jakapo outcast named Batarsi stole the gentle whistler when he fled town in rageful shame. Finding him will be easy—he’s set up a vile workshop in an old wizard’s tower not far from here. Actually defeating the wicked toymaker, however, will be a different matter.”
After some shopping, and a night's rest, we ended the session.
Session 4, 2024-01-02
((Anders, Carina, Erik, Lars))
After discussing what they knew about the lands beyond the rift (not much as few went inland in that direction due it's dangers, though Tortrok knew of at least one Orpok explorer who had talked about going there) they decided to head for the wicked toymaker's tower.
They realized they were being watched by a construct spy that almost looked like a Galtzagorri. It fled when approached. They tried to take it captive, but it fled, so they tracked it to the tower.
Outwardly a rather nice-looking former wizard's tower it turned out to be guarded by several types of constructs, including a rat swarm-powered animated sack of some sort, as well as a shadow creature of some sort that stole Tortroks shadow for a while before being killed.
After clearing the first two floors they paused to rest a while. They've heard no noise from the top floor, but given the likelihood of construct guardians, that itself does not reveal much.
We ended here.
Detta har hänt:
Session 1, 2023-12-02
Session 2, 2023-12-09
Session 3, 2023-12-19
Session 4, 2024-01-02
Session 5, 2024-01-13
Session 6, 2024-01-16
Session 7, 2024-01-30
Session 8, 2024-02-13
Session 9, 2024-02-27
Session 10, 2024-03-02
Session 11, 2024-03-12
Session 12, 2023-03-19
Session 13, 2024-03-23
Session 14, 2024-04-02
Session 15, 2024-04-16
Session 16, 2024-05-01
Session 17, 2024-05-11
Session 18, 2024-05-14
Session 19, 2024-05-28
Session 20, 2024-06-01
Session 21, 2024-06-11
Session 22, 2024-06-25
Session 5, 2024-01-13
((Anders, Carina, Erik, Lars, Molle))
When they entered the top floor another doll fought them, shrieking alarm. Batarsi soon arrived on the wings of his riding bug and a battle followed. Once it was over they took the Gentle Whistler from his body.
After a night's rest they headed for the Hissing Chasm where Kostia played the insect-soothing music that - as it turned out - enraged other denizens of the forest, who attacked them in waves. With much difficulty they managed to survive the onslaught with no pause in the music. This did indeed put the insects of the chasm to sleep so they could pass over to the other side and touch the obelisk there.
Once there they proceeded to Never Lonely Hill, resting on the way. There they found the site occupied by an Orpok explorer named Krissia who told them how some of her ancestors had tried to start a mine in Shiverskull cave, but had eventually been driven away by gem-consuming creatures called shale spitters.
After touching the obelisk at the hill they went on to the Ruined Tower which turned out to be guarded by two snake-men creatures that failed to stop them from touching that obelisk.
The next day they reached the Melon Tree, which turned out to be a body-controlling plant of some sort, but it too failed to stop them from getting to the obelisk.
The shard now fully powered up they reached Shiverskull Cave early the next morning. When they approached the cave a number of skeletons apparently led by an iron-spitting fern tried to turn them into fertilizer for the plant. As they paused to heal after their opponents were again dead, they heard cries for help from inside the cave, but realized it was a trick, causing the Memento Devil that had tried to trick them to instead try to slay them directly, without success.
After they bandaged the worst wounds we stopped for the night.
Session 6, 2024-01-16
((Anders, Carina, Erik, Lars, Molle))
Heading down the mine tunnel soon brought them to what had clearly once been natural caverns, partially extended and propped up by miners. They found signs of entirely rusted-away machinery, strange given how short a time it had been since the miners left, in a cave to the left, then proceeded towards what seemed to have been the miner's base camp. It was mostly emptied out apart from broken tools and other detritus. They did find a fist-sized hunk of a metal shell of some sort stuck in a smashed support beam. In what had been the boss's quarters they found some ledgers and his journal. In the Orpok-language journal, Ozgold explains how the miners first came upon the mines (by chance while exploring the jungle outlands), what riches they discovered within, their first encounters with the resident shale spitters, and how they managed to rout most of the beasts out of area the former base camp area, and how the miners finally decided to call it quits and flee the mines after they discovered the horrible beast east of the northern quarry.
Proceeding down the mining tunnel to the east they bypassed a door, finding what seemed to be a quarry with several short tunnels leading out of it. One of the tunnels had a few cracks in it making it possible to see into a room beyond it. The wall seemed to be easy to break through.
Instead of breaking through the wall they headed south down a sloping tunnel into the lair of another creature like the one they had encountered in the arena. Only this one was far more powerful. During the fight Tortrok was slain and chewed up by the beast along with Shrieky. Neferiten only just barely escaped the same fate, being rescued by way of a Sprite-carried healing potion. The bodies were left in the lair of the creature.
After resting and recuperating for several days at the old mage tower - figuring that noone would dare approach the former lair of the snakelike undead that had dwelt there - they were joined by Tortrok's brother, Kartrak, in search of his missing brother.
Thus reinforced they headed back into the cave - though not back to the same lair, deciding to find another path they headed northwest from the base camp. There they found a pair of young Shale Spitters who caved in the roof before being smashed to bits. After extracting their tourmaline hearts the group settled down to rest.
We ended here.
Session 7, 2024-01-30
((Anders, Carina, Erik, Lars))
Deciding to backtrack a bit before going deeper into the caves they headed for the hole in the quarry wall. Beyond that they found what appeared to be a rectangular arena of some sort with an aurochs statue as well as numerous stalagmites. When they descended to it's floor the statue became a living Runebranded Aurochs that attacked them without mercy, occasionally smashing stalagmites to unleash a burst of void energy. They soon backed away, realizing that this fight was beyond them.
Remembering a door they hadn't checked they entered it, finding an old kragrak wizard named Apraka Ogari who had come to the mines after sensing a 'disturbance in the elements'. After encountering the shale spitters and the rottskal he decided to hole up in this room and contemplate the aura of the rocks a while. A while that laste a few weeks, or months perhaps, ending when the group entered the room. After talking a bit during which he tells them that the strange scale they had found was from a powerful elemental called a ferropaceon, they let him tag along, occasionally pointing out interesting bits of rock and pontificating on it's importance, origins and mineral composition.
Heading deeper into the caves they come across an earthen mound of some sort topped by an ebony door flanked by shale spitter statues and covered in infernal runes resembling those on the stalagmites in the aurochs room. After some hesitation they decide to leave the door alone.
Beyond that they find a shale spitter colony and kill it's guardians before sneaking past the chittering hordes of sleeping shale spitters to find a dead adventurer that they loot before coming to a subterranean spring inhabited by a very cocky drake of some sort that attempts to toy with them. Failing at that, it tries to flee, about as successfully... It's apparent lair contains what appears to be a very poor quality Poppy von Barnacle statue as well a treasure chest with some loot. A meager pile of silver coins apparently serving as the drake's bed.
It having been a long and dangerous bed the group decides to rest here after checking that the spring contains nothing more, figuring that nothing is likely to approach the dragon's lair.
It having been a long and dangerous bed the group decides to rest here for the night after checking that the spring contains nothing more, figuring that nothing is likely to approach the dragon's lair.
We ended the session here.
Session 8, 2024-02-13
((Anders, Carina, Erik, Lars, Molle))
After a night's rest they headed for what turned out to be a rift to the elemental plane of earth that Apraka Ogari immediately wanted to enter. They convinced him to let them explore a bit further, to which he reluctantly agreed. The rift was inhabited by a few wormlike monsters (that turned out to be Earth Zugs).
Past the rift they found Inglomeonite, the Ferropaceon elemental Apraka had mentioned earlier. After getting back his missing shell he told them about some pirate birdwoman that had passed by a couple of centuries ago with a few apprentices, and had gone through a secret door he pointed out. It seemed the door was impossible to open as long as the rift - that had appeared just a few years - or maybe decades - ago. Being effectively immortal he didn't keep all that close track of time. Being a merchant he readily agreed to trade with them, he had a fair amount of useful items stuck to his shell.
Once the shopping was done they took out the Zugs at the gate - but left the Zug and Shale Spitter pair out of fear that if they took down the roof that might awaken the large Shale Spitter colony nearby.
Deciding to make sure their retreat was covered they headed back to take out the Rottskal that had killed Tortrak, and fairly easily did so now that they were prepared for it.
After the fight was over they again rested for the night.
We ended here.
Session 9, 2024-02-27
((Anders, Erik, Lars))
Well rested they watched Inglomeonite and Apraka head through the rift, which closed it. The secret door now openable, they headed into a round chamber with a metallic plate in the middle. After a lot of experimentation they finally - the day after - figured out how to activate the magical elevator, taking it down to Poppy's Proving Grounds.
A similar chamber on the lower floor had a corridor that led to a room where someone had used an obsidian war hammer to smash an inlaid magical circle in the floor. They took the warhammer and an amulet they next to it and headed down a corridor to the west leading to a room with doors to rooms featuring various physical and mental challenges that when overcome granted them a bonus. (NOTE! I misread. Each person can gain only each bonus *once* and can't ever get the same one again. So, in the morning, select which one you want...)
Beyond that they found a secret door leading to a reading chamber. There they found Poppy's Diary. It contains a lot of notes on her life and history, but the following seemed especially interesting:
* Poppy used these halls to train her most promising pupils in the ways of the Gilded Pirate. Her goal was to find a successor worthy of her title, as well as someone to whom she could entrust the tragic secrets of her wealth: a terrible, world-threatening war with a cabal of necromancers called the Cult of the Shivering Behemoth.
* Somewhere within this dungeon is a magical pendant called the Obsidian Star. This is Poppy’s grandest treasure, but it’s not just a magical gemstone—it’s actually one of four parts of a much greater treasure, a powerful relic called the Jewel of the Indigo Isles.
* The other pieces of the Jewel of the Indigo Isles are scattered throughout the Indigo Isles and should be reclaimed and re-joined “when the time is right.” Other than this vagary, the journal makes no indication of when or why the magical gemstones should be relocated and combined. The journal contains cryptic allusions to the remaining Jewel of the Indigo Isles pieces throughout, but deciphering the passages’ exact meanings will take days, if not weeks, of concentration and time in the libraries of Rumplank.
Having succeeded on each challenge they slept on the decision on which bonus to get, and rested for the night in the reading room.
We ended here.
Session 10, 2024-03-02
((Anders, Carina, Erik, Lars, Molle))
After a night's rest they got their blessings for the day and headed back to the rune room to go south. They didn't go through the door to the testing hall, instead finding the well room and killing the failed apprentice monster that lived there. After checking out the dormitory and the strategy room (making sure to grab any loose items, including the map) they headed into the shrine of Aoz. The guardian construct tried to push them out (painfully) while everybody attacked the ooze. After Neferiten took a moment to pray at the statue to Aoz - and was blessed - the construct stopped trying to push him out. They figured out that the statue was trying to protect them from the ooze that constantly regenerated while in the shrine, so they - with a lot of effort - managed to get the ooze out of the shrine, after which the construct calmed down enough for the entire group to be able to be blessed. Refreshed by the blessing they headed down the long corridor that turned out to lead to the cove where the Chromatic Queen was docked. After admiring the ship they accidentally split up, half the group heading up one stair, half the group up another, ending up on different balconies. Behind the balconies was the vault, which turned out to have been almost completely emptied at some point. Fortunately a large barrel of extraordinary rum was left behind, which according to Tjippel was the most important thing anyway. Poppy's quarters was next to the vault, inhabited by a Good Boy fire spirit dog (apparently the ghostly remnant of Poppy's dog) that couldn't go far from the everburning fire in the hearth.
After they left the dog snoozing at the hearth they proceeded down a corridor from her room that led to an apparently empty room that turned out to be inhabited by another chamber ooze, this one more dangerous than the previous one. Once it was down they found a secret door that led to what turned out to be a fighter preparation room for an arena. When they entered the arena all doors and portcullises slammed shut, and a ghostly audience cheered them on as they fought a *massive* shale spitter of some sort, eventually defeating it. A portcullis to the south led on - past a long list of names of those who had gone before them, but failed to get this far - to a room with statues of poppy and her four companions. They figured out the puzzle and go to the Altar of the Obsidian Star. When they took it the entire mountain shook and it was clear the entire complex was about to collapse. They headed out the back door to the Chromatic Queen and managed to sail it out, and down the Tentacle River. As they moved away from the cove it had been stored in it was apparent that the magic that had held the Queen in perfect working order for centuries was breaking down, so they headed straigt for Rumplank, not *quite* doing the Jack Sparrow intro scene (https://www.youtube.com/watch?v=sqAohbZ6M4M ). A cheering crowd greeded their approach, and the port master made sure dockhands took care of the ship, getting into a dry dock for repairs.
At the royal castle the king was very excited about the ship and what they had found out (they told the king privately about the cult, emphasising that they didn't want to risk any cult remnants hearing that they were hunting for it) and proposed that the crown take care of repairing and outfitting the ship for a celebratory cruise around the isles (that would covertly be them looking for clues to the rest of the Obsidian Star), starting with Bluebell Isle where they could research using the library and map collections of the renowned Academy of Tastes.
After several weeks of repairs the ship was launched. Prince Kulupi would serve as captain. The royal navy also provided the bosun Garnikor, the doctor Samblain, the ship's cooks Fippin and Mpippn, the scout "Slate" and, of course, the ship's mascot blood mouse Leafling.
On arriving at Seaview they were again greedted by a large crowd and were led by prince Kulupi to the Seaview Council where they were granted permission to do their research while Kulupi and the council were to discuss a trade agreement.
At the Academy they were greated by the rather stressed Sous Scholar Limbin Gumnammar who gave them access to the archive - along with telling them that if the archive's bothersome but not aggressive ghost bothered them to just sternly order it to go away - before hurrying off.
In the archive the bothersome ghost turned out to be more murderous than bothersome, proceeding to it's best to drive off the intruding researcher adventurers. After finally putting it down they successfully did the research they needed:
The maps indicate one fragment is here on Bluebell Island, in a cave marked within a dense woodland a few hours’ walk from Seaview. The second is on Moonshadow Island; perhaps even Poppy didn’t want to venture too deeply into that ill-omened island, as the fragment is in a cave fairly near a beach on the island’s south side. The final piece is noted as being on a small, rocky island called Razorback Isle, but the island doesn’t seem to exist on more recent maps; it’s in a section of the sea known as Runaway Reef, a dangerous region that sailors avoid due to hazardous reefs too close to the surface. If there was ever an island in Runaway Reef, it’s unknown to modern sailors. Although the characters can create quite specific maps, they aren’t completely detailed; there’s no evidence of what’s in the caves on Bluebell Island or Moonshadow Island, for example.
On leaving the archive they were accosted by a quite enranged Sous Scholar and a pair of campus security guards. The Sous Scholar accused them of being the murderers of the Dean de Cuisine and ordered the guards to arrest them (while whaling on them with his massive soup ladle), the guards at first complied with his demands, hitting the adventurers with their saps while ordering them to stop resisting, but were eventually convinced that something was wrong with the Sous Scholar when the blood-covered ghost that had possessed him tried to jump to Kartrak, and joined the players and the by now thoroughly confused Sous Scholar in putting down the murderous spirit.
After the spirit was put down the Sous Scholar apologized profusely and made sure everyone got medical care at the campus clinic before worriedly letting them head to back the council chambers.
Session 11, 2024-03-16
((Anders, Carina, Erik, Lars, Molle))
When trying to check on the negotations on the way home they found that prince Kulupi had stormed off home, visibly upset with the complete failure in negotiations.
Once at the ship the bosun told them that it would be a good thing if they could rescue the negotiations, apparently Kulupi hadn't taken it well.
After a night's rest they headed back to the council chambers where they were met by three of the councilors (all but Pelborii who is away on other business). The councilors told them that the island had been suffering from a number of supernatural problems as of late, the murders at the Academy being one. They asked the players to do some investigation into the most recent ones, in return for which they would release some of their personal stock of Bluebell flowers so that the prince could have something to bring back to the king.
Farm Production. Check in on the largest Bluebell farm and figure out what's wrong.
Muddled Maps. Check in on Surveyor Allasha, whose maps seem to be rewriting themselves.
Dining Establishment. Discreetly help the Wawevatcher Inn handle whatever supernatural reason there is for it suddenly closing.
They decided to head for the Dardus Farm first. There they found clear signs of fighting, including a dead farm worker. The first floor of the farmhouse proved empty, but the master bedroom proved to be occupied by "Goodly Granny" who tried to lure them in, presumably to eat them, as she was a shapechanged Feld Hag. After a tough fight they defeated her and started to bring the farm children she had trapped in the en suite bathroom when they saw another two Feld Hags approaching, which soon turned into another fight.
After all the hags were defeated, we ended.
1 Thunder lilies
3 Bluebell flowers
1 Geomantic stone
1 Culinary Supply Kit
1 Briarthorn
2 Twinekelp
50 bulk of Fortress Metal Brackets
a set of pyre combustibles
1 rythrian root
1 phantom stardust
1 netweed
Session 12, 2024-03-19
((Anders, Carina, Erik, Lars, Molle))
After a brief rest the group headed for the barn, finding the rest of the farmers tied up and guarded by a pair of Tarhounds which they soon defeated.
Once the farm was safe the group headed back to Seaview and looked into the Wavewatcher Inn. After calming the two Hearth Hounds that defended the common room and dismantling the dishrag derwish that kept things calm, clean and orderly in the back rooms they found a staff member that had been hiding in a pantry for days without being able to leave and freed him. He told them that councilor Pelborii had a room at the in, and might also be trapped inside.
As it turned out, the hauntings were due to her somewhat insane and thoroughly bungled attempt at protecting the city from malevolent spirits she had been dreaming of. These phrases were repeated all over the walls of her room:
• Spirits of the earth will consume the living and cast down their towns.
• The behemoth shivers! Beware of the Shivering Behemoth!
• What was cast beneath the sea shall rise up once more.
• The diamond is the key, but only once it is made whole.
They managed to convince her that she had made a mistake, brought her to the council, and her 'protections' were dismantled.
They then headed for Clean Lines Surveying, that turned out to be haunted by information-devouring abominations called Yombhidis that they managed to drive off.
With all the problems resolved they headed back to the council which told them that they had found out which cave it was the group wanted to find, in the middle of the dangerous and almost impassable Briargrove, and how to get there. They also asked them to harvest rare Spongeberries while they were there.
The group set out towards Briargrove, soon finding the right path through the thorny brambles. There they encountered a forager named Grupple who had also intended to harvest Spongeberries, but had been trapped under a fallen tree while trying to escape a raging Reaver Beaver. A concerned Eeko was doing it's best to keep the beaver distracted, but it took the party's intervention to save Grupple.
Having told his sad tale Gruppled convinced them to let him pick 80% of the berries, making it at least *somewhat* possible that his family wouldn't lose their farm *this* year.
Beyond that they found a nest of Solovei with a pair of hungry fletchlings. Once those were slain the pair's very angry mother showed up, dropping the Iron Ferns she had brought as food for her fletchlings. Once she was finally killed the barty headed deeper into the grove.
They saw the Spongeberry bush but left it alone for now, instead heading into the cave.
The cave, which did contain another part of the Jewel turned out to be trapped, and guarded by a pair of rope golems. They are currently fighting the golems.
We ended here.
Session 13, 2024-03-23
((Anders, Carina, Erik, Lars, Molle))
Once the golems were cut to shreds and a few traps bypassed, dismantled, or surived they got the star and headed back to Seaview.
There they found themselves the featured guests of a Spontaneous Celebration Of Our Heroes(tm) featuring plenty of Pumbus Culinary Enterprises products - including lollipops decorated with the faces of the party members.
During the feasting many speeches were held, the bluebell flowers the party had been promised (as well as a bonus culinary kit from the council and a patch of briathorn from a grateful Grupple) were delivered to a grudgingly grateful prince, his attempts to hint at a desire for more trade, preferably right now, were politely ignored.
After a long and thorough celebration of the local cuisine, the heroes, the local food, their heroic deeds, the local culinary specialities, and the upcoming council election, the party finally dragged themselves away from the food stalls, overflowing buffets, food tasting events, eating competitions and fast food stands back to the ship, ready to head for Moonshadow Island.
On the way the crew members told tales of Moonshadow Island and it's inhabitants (ghosts, marooned pirates, murderous monsters, marooned ghosts, murderous pirates, marooned monsters, pirate ghosts and the like).
Just off the island the crew and it's captain held an impromptu occupational safety meeting ending with the mutually beneficial agreement that the crew would not mutiny in return for nobody in the crew having to actually land on Moonshadow Island.
With that decided, the group rowed themselves over to Moonshadow shore. There they found a shack roofed with a flying roof monster, a blighted grove covered in black tarry resin (apparently of shadow plan origin, obviously having been dropped from above) populated by several corrupted tree creatures. After dispatching them the party moved on, finding several equally corruped beehives guarded by a corrupted Eeko. After defeating it they realized that they could heal it by combining the still healthy honeycomb parts from the hives into a replacement heart. It stood guard over their rest that night, again a guarding of the forest.
The next morning they found Gullstone Cave, the entrance to which turned out to be guarded by a corrupted arboreal husk (possibly the same one that before it's corruption had saved the bosun's leafling pet). Once it was dispatched they found a puzzle chamber featuring stone tiles similar to one they had gotten from a crew member. Realizing that they needed more tiles they decided to search the cave.
The next cave appeared to have been a store room at some point, guarded by a Knotsman. In it the found a large amount of high quality Lumber Brackets and a few more tiles. Twisting tunnels in the wall hid a couple more tiles and a talisman. Sadly, Neferiten and Tartrok fell during the fight with the Knotsman.
Beyond that was a trash dump populated by sack monsters of some sort, constructs that were filled with snakes, rats and snake rats. After cutting them open they found a few more tiles.
Again bypassing the puzzle room they headed back and down another corridor, leading to a flooded cave where some sort of strange water creature tried to eat them, probably not aware that it was guarding a few more tiles.
We ended here, two new party members replacing the ones slain the fight with the Knotsman. Billy Gruff the Hardriggan Paladin and XYZ the Nephilim Rogue
Tile (Bee)
Tile (Berry Bush)
Tile (Pirate Ship)
Tile (Pig)
Tile (Cutlass)
Tile (Mountain)
Tile (Parrot)
Session 14, 2024-04-02
((Anders, Carina, Erik, Lars))
Having acquired all the tiles the group swiftly figured out the puzzle door. After triggering the first trap Fuega used a Magehand to trigger all the traps and acquire what was within the gemstone chamber (a
Shadow some papers and a crate of valuable dishes and cutlery.)
Unfortunately, the jewel itself was gone, apparently taken by whoever had written the diary page stating: "The Master says the Skinloom needs more power; a potent item south of the fortress near the island’s southern shore might provide this boost. This item appears to be a gem of some kind. A self-styled hero once bore it, but it’s now just lying around for the taking. If I retrieve it, the Master can put it into the heart of the Skinloom. More favors are certain to be mine!" An accompanying illustration drawn by yours truly somehow didn't clarify anything. :)
After a rest the group headed inland along the path. Some time later they reached an abandoned village with a crude sign next to the gate reading, “Lawbreaker’s Rest,” but the word “Rest” has been crossed out and replaced with “Roost,” which has been crossed out and replaced with “Rest” again.. The lumber cage trap in the gate to the village briefly caught one of the group, but was soon destroyed.
After checking some empty huts the group headed for the bunkhouse. There they had just found a couple of
Skagappa when a pair of Sklaggan entered and tried to defeat them. One of the Sklaggans tried to surrender, but was slain.
The group then headed for the leader's hut. There they found a map of the island, or, rather, a simple sketch of it. It shows the beach and a winding path. The village is marked on the map as a cluster of crudely drawn huts around a spring, surrounded by the palisade wall. At the end of a path a simple wooden structure with a big gate in the middle is marked. There’s a single glob of tarry resin stuck on the map near that structure.
Strange globs of black resin cover another wall, forming a humanoid silhouette like a blast shadow. Tiny chunks of bone, skin, hair, and viscera are embedded in the wall, as though someone exploded against it with incredible force. A gleaming cutlass is jammed point-first into the hut’s wooden floor.
When Billy picked up the cutlass it turned out to be Shackled Marn's Cutlass, which after a brief discussion considered him worthy, and turned him into a Tyrant with the goal to terrorize the seas as the captain of a pirate vessel. After a rather more physical discussion the group managed to beat him senseless and get the sword out of the village. This sent Marni's ghost, and her sword, off to her final judgement, leaving behind only a Flaming rune.
We ended here.
Session 15, 2024-04-16
((Anders, Carina, Erik, Lars, Molle))
After another look through the village they followed the tracks of the villagers heading towards the fort. On the way they came across a cottage that turned out to be the abode of the witch Rotsnout. A good first impression led to the witch telling them about the villagers all having up and left for the fortress accompanied by some scary alien-like creatures (most likely Sklaggans). While talking to Rotsnout a few swarm assassins led by an undead attacked the witch, but were dispatched by the group. In gratitude the witch gave them an item and a few spare potions to help them take on the fortress.
After sneaking up to the fortress Shrieky scouted it out, seeing several armored orpoks and an armored hardriggan inside the fortress. There was a lot of the tar-like substance splattered about inside the walls of the fortress. Towards the rear there was a cave entrance covered by a semi-translucent bubble of some sort.
We ended here.
Session 16, 2024-05-01
((Anders, Carina, Erik, Lars, Molle))
(Something bugged out seriously in the world, eating a couple hours of playtime.)
After some surveillance Fuega fireballed the surrounding shrubbery, wiping out several hidden swarm assasins before heading back to the witch's hut. The next day they entered the fort over a wall, proceeding to methodically wipe the floor with the entire population of the fort in a massive melee that surged through the entire fort. They rescued a leshy prisoner, Goaflom, that confirmed that the Sklaggans live inside the old mine.
After figuring out that Skagappans - or entrails - can be used to open the bubble they rested up and prepared to enter.
(Towards the end I made a new world, reimporting the adventure and transferring the characters and journal entries.)
Session 17, 2024-05-11
((Carina, Erik, Lars, Molle))
Wielding Skagappas the group made their way thorugh the resinous entryway using the Skagappas they had looted earlier. Inside they found themselves somewhere that resembled another world, resin everywhere and dark ash flakes floating through the air. It wasn't long before they were attacked by Skadboks, Skornathas and a Swarm Assassin. With those defeated they lured out the shale beasts that were trapped in a crystal cave and slew those as well.
Pressing on they found a control room operated by several Sklaggans, controlling the shadow energy levels of the place. After killing them they headed into the final chamber where they found both a skinloom and it's creator, a flesh stitcher. Bringing down the Flesh Stitcher - and avoiding it's traps - was a hard fight, but it eventually fell.
On trying to grab the artifact at the center of the skinloom, they discovered that it was protected by a soulweaver curse, which almost brought the group down.
After grabbing the artifact they cleared out the caves and headed for the ship, bringing along the Leshy prisoner they had freed earlier.
The ship set out towards the reef where the final artifact was supposed to be, about a week's travel away.
(We handled shopping now instead of when they actually find the Chochori city.)
We ended here.
Session 18, 2024-05-14
((Anders, Carina, Erik, Lars, Molle))
After skillfully passing through the reefs they encountered some shark-hunting Chochori who, impressed by the group's achivements offered to guide them to their underwater town, Kalacho.
There the group rested, worked, shopped and prepared before heading out to the coral maze where the final artifact was supposed to be. Without much trouble they skirted the center and broke through a coral beyond which they soon found a sunken temple guarded by a magical trap.
We ended after they entered the top chamber of the temple.
Session 19, 2024-05-28
((Anders, Carina, Erik, Lars, Molle))
Heading down to the lower temple floors they passed a floor with shale spitter murals and guard graffiti.
The next floor had a library with the corpse of a Teakni Sneak and a Living Library that attacked them when they cast a spell in the library. On taking it down they found a lot of lore on the temple and the cult as well as some valuable loot on a cultist that had been crushed under a fallen bookcase.
1. An annotated map shows that the cult’s base was a pyramid atop the treacherous Razorback Isle, which was populated with all manner of monsters the cult had created to keep intruders away. Furthermore, Razorback Isle is surrounded by Runaway Reef, which is dangerous to ships. The cult considered their island fortress all but impregnable, especially because they also kept a careful watch from the pyramid’s top.
2. Reports from spies confirm that neighboring islands were getting together to put a stop to the cult’s “unstoppable plan.” According to other reports in the same communiqué, the cult’s response was to accelerate their plans as much as possible, no matter how dangerous that might be.
3. The cult built its fortress on Moonshadow Island to take advantage of some special metals they could excavate there, in old cliffside tunnels. Some correspondence with a cult leader at the fortress reveals that the cult’s mission there was nearing its successful conclusion, and they were considering abandoning the fortress as having served its purpose.
4. The stepped pyramid is plainly the cult’s main headquarters. A cursory description of the pyramid to a supplier reveals that guard chambers are at the top, ritual rooms are in the middle, and vaults are placed at the bottom.
5. A description given to an unnamed but highly regarded visitor to Razorback Isle describes that the temple’s main entrance is at its lowest level (in this report, the ground level), but a grand processional staircase leads up to the middle levels—there’s no access to the vaults from the main entrance.
6. Some notes amid incomplete magical item formulae state that the cult has an important rainbow-colored gemstone that’s in four pieces. The four pieces, when combined, are exceptionally powerful, on the order of the most powerful artifacts. It’s unclear from the formula notes whether the four-part gemstone is something the cult created, or something they discovered as part of some greater plan.
The floor also had what seemed to be a training room with a malfunctioning mechanical creature of some sort that claimed that hitting it three times would shut it down, but, it seemed the shutdown function was broken, finally blowing up when they smashed it to pieces.
The next floor had several doors and stairs leading away. Beyond one door an Automatic Acolyte and a pair of Animated Incense Holders that were soon put down.
We ended here.
Session 20, 2024-06-01
((Anders, Carina, Erik, Lars, Molle))
On opening another door they found another acolyte with animated incense holders. When those were dispatched they checked out a store room before finding a chamber where several Teaknis were trying to wreck the temple so as to let the water in. They parted on a friendly note as their goals were not incompatible. The last room on the floor had several cultist and pirate bodies, apparently the remains of a great fight surrounding a model of the temple. As it turned out affecting the model affected the temple, and vice versa. They decided against trying to wreck the model to wreck the temple (and asked the Teaknis to do this room last), before heading down to the last floor.
On the last floor they found some more Teaknis, busily trying to break open the main entrance to the temple so as to have the water pressure crush the temple.
There they, quite by accident, went straight into the deep vault, guarded by a skeletal cult dragon that almost wrecked them - and the temple - before they managed to destroy it, and loot the Tangerine Shard which removed the magical protection from the temple, making it crumble into a heap of stone by the time they exited it.
Once back at the ship they headed back for their home island. On the way the artifact parts combined into the Jewel of the Indigo Isles, unfortunately it immediately attracted a powerful curse. After some discussion they decided that it was least bad if Uncle Kostia carried it.
Back in Rumplank the city was going wild, both to celebrate the return of the heroes, and in anticipation of the start of the Founding Day Festival.
Prince Kulupi was swept up by the festival organizers to prepare for the starting ceremony while the group headed out to tell the king about what they had found. He suggested they talk to the high priest about the curse.
On the way to the festivities they headed for the temple where Prismatic Colvi told them that he would be able to safely contain the artifact in the temple without it being able to jump back to it's current holder. They declined the offer to let him keep it and headed for the festival grounds.
During the festival the group participated in most of the traditional festival events, the Peerless Ruby Tall Tale Trial, Pirate Panache, Show of Skill, Grand Parade, Poppy’s Prize and of course the fabled Rum Run, without winning, alas.
On the way out from the festival they encountered Amon and Castilli, the sibling gods
of revelry and restraint. While Amon was clearly there to party - and throw snowballs - Castilli told them that, just as they saw a guard try to attack a child, he stopped a magic ritual there that was intended to make all the guards go berserk.
Not long after they headed off in search of whatever cause the trouble they were ambushed by a number of cultists from a rooftop, and a bit later a few uncontrolled emberswarms.
Once those were put down they saw smoke rising from several locations in the town, but especially from the direction of Treasure Beach, so they decided to head there after a quick rest.
We ended here.
Session 20, 2024-06-11
((Anders, Carina, Erik, Lars))
At Treaure Beach they were soon assaulted by the bomb-throwing Eva Sootfeathers and her band of saboteurs. She offered them a chance to flee, but they elected to kill her instead.
After she was down they heard voices from the nearby archive, there they found a pair of saboteurs and their prepared barrels of explosives. Tjippel managed to disarm the explosives before the saboteurs had a chance to blow them all up.
The found the archivist tied up in the back. He told them that the pair had said they intended to kidnap him, not kill him.
This, together with the news that several other prominent citizens had disappeared made them hurry towards the castle. On the way they meet a frantic messenger from the court telling them that the king requires their presence immediately.
Session 22, 2024-06-25
((Anders, Carina, Erik, Lars, Molle))
Once at the castle they were immediately taken to an audience with the king and queen, who told them that both princess Artriella and prince Kulupi have been abducted. Someone had apparently poisoned their tea and carried them off through a supposedly secret tunnel.
After some discussion the group tried to hand off the Jewel to Prismatic Colvi, which turned out to be impossible as he had also been abducted. Instead the son of the captain of the king's guard took charge of the artifact, locked in a room with *definitely* no secret tunnels, guarded by his father.
With a less-cursed Kostia along they headed down the tunnel which led out of the castle near the Crawling Caves. There they found traces of several wagons and more people joining with the abductors and also heading into the Caves.
The party headed back to get mounts, which were soon provided by the king, along with a bag of holding filled to the brim with 250 week's rations and 250 waterskins.
With that, they headed into the Caves, sometimes finding remnants of the previous monstrous occupants, that had clearly recently been wiped out. Shortly thereafter they came across a chamber where the abductors had left most of the wagons, clearly consolidating into a smaller number of high quality wagons with plenty of spare horses, guarded by several Nobblers, that were soon torn apart.
Eventually they reached the end of the Crawling Caves, beyond which they found the Crackbeak Salt Desert streching out in front of them.
After a night's rest in the cavemouth they headed out across the acrid wasteland, aware ofboth the dangerous saltstorms that sometimes formed during the day, and the Drillworms that hunted at night.
Towards the afternoon they came to an impossibly green and clear-watered oasis, where a number of Runebranded Aurochs and a Runebranded Stormbringer grazed in front of an ancient Jirigati structure. They decided to kill the rune-cattle, eventually succeeding.
When they approached the building an electromagical discharge almost killed all of them before Tjippel managed to dislodge a damaged conductor, incidentally restoring the ancient water system. The conductor turned out to be a
Wand of Crackling Lightning (8th-Rank Spell) which Fuega took charge of (pun intended…)
Here we ended for the night, before deciding whether to press on for the rest of the day to avoid the abductors outpacing them, or to press on so as to not risk arriving too late but risking a Drillworm assault during the night.
Session 23, 2024-06-29
((Anders, Carina, Lars, Molle))
After pressing on until night fell they found a good camp site but were attacked during the night by a Drillworm that was soon dispatched.
The following day they came across the remains of some of the people they were tracking, torn to bits by Saltstalkers. Not long after the weather turned foul, bring a Saltstorm which they managed to hide from with little consequence. Towards the end of the day they came across some very aggressive Pistolweeds that they moved down before finally reaching the canyon it seemed their prey had gone down. There they were attacked by several hungry Saltgliders.
Later they found a cliffside ruin where it turned out several kidnappers and their prisoners had taken refuge from the various salt beasts that had stalked them. The group swiftly wiped out the kidnappers and freed the prisoners. While searching the ruins they found a tomb with a mummy that didn't appreciate the company and did it's level best to wipe them out, killing Billy Gruff before finally succumbing to the their attacks.
After Billy was entombed in the Mummy's tomb the group moved on, helped by one of the two prisoners, a G'mayun Swashbuckler named Fallo.
They found Professor Valiant's notes but decided to press on rather than detour to the Salt Den.
The next morning they continued down the canyon, eventually reaching the Drowned Jungle - clearly not a natural terrain as rain forests and salt deserts generally do not cohabitate.
There they were soon assaulted by another hungry plant and several insect swarms. After cutting them down the group saw strange lights in the forest. When they approached they saw a pair of Galtzagorri hunters who said they came from the village Pliticori and seemed happy to hear that the group was tracking the cultists. They invited the group to come with them to Plitocori and meet their leader, Peerless Ruby.
Session 24, 2024-07-29
The Galtzagorris took them to their village where they met the village's leader, a vermillion dragon named Peerless Ruby (who, apart from being a dragon, is a renowned storyteller and puppeteer) who told them that the jungle had lately grown much more dangerous, especially in the direction of where the group suspects the cult are headed. They got to interrogate a captive cultist who told them that the cult claims to worship a dragon spirit, but, actually worship a demon under the mountain.
After a night's rest they headed out, heading for danger. It found them, in the form of two lairs with strange creatures with weird powers that ultimately failed to kill them all. (Though it was certainly close...)
At the end of the day after they came to an old mineshaft leading into the mountain, they rested there, and we paused the game.
Session 26, 2024-07-13
((Anders, Carina, Erik, Lars, Molle))
When they entered the old mineshaft they were assaulted by a trio of Hook Hangers who were soon defeated. Beyond that was a chamber where a ferropaceon rested on a pile of rusted mining gear. While they couldn't talk to it a truce was established and they even traded a little.
After ignoring a barricaded tunnel they proceeded to the lair of the elder sapphire drake Aylushrixa the Azure Inferno, apparently acting as the cult's glorified guard dog. The group turned out to be far tougher than she expected, and they slew her and found her treasure.
Beyond that a tunnel led into a cult complex, now mostly abandoned. They sped through it after killing four shale chargers posted at the entrance, pausing only when they came to the profane shrine where a G'mayun half-demon called Zaros and a pair of guards tried to stop them from proceeding to the ceremonial chamber, but failed.
The stairs down from the cultist’s temple lead to a ledge overlooking a massive cavern. Ramps wind down to the broad space below, where a crowd of people in colorful robes have gathered in a circle, protected by a blue dome of foce. The group were soon captured in a similar dome and forcibly moved towards the ceremony, which turned out to be powered by the deaths of all the captives, and led by none other than a demon-tained Prince Kulupi who mockingly thanked them for all their help getting him the complete Jewel. Using the Jewel he then summoned the Shivering Behemoth, an impossibly huge undead shale-monster, grabbed his unconscious sister and along with a bone-white g'mayun cultist leader clambered onto the Behemoth, taking control of it.
They briefly considered fighting it then and there, but as it's size sank in, they instead fled, jumping into an old mincart that sped along a dangerously convoluted and action-filled track, eventually depositing them into the air halfway up a mountain.
As they tumbled to their deaths Peerless Ruby flew in, growing to Gargantuan size, and they landed safely on his back, seeing the Behemoth and a cultist army flow out of the mountain, doubtlessly heading for Rumplank.
After several hours flight they arrived back in Rumplank on the wings of Peerless Ruby’s overinflated ego and landed in the castle courtyard in Rumplank, surrounded by cheering citizens and guards. The king and queen soon appeared and called them into a private audience.
Though shocked by the news about their son's treason they believed them and told the group that they were put in chage of defending the city from the coming invasion. (See
Handout: Defense of Rumplank)
((Carina, Erik, Lars, Molle))
Tactics && strategy && planning && placing.
Session 27, 2024-08-06
((Anders, Carina, Erik, Lars, Molle))
After the first three waves of the assault Old Rumplank was in bad shape and Claw Quarter and Barrel Square had fallen, though reclamation efforts seem to be in the cards.
((Anders, Carina, Erik, Lars, Molle))
After succcessfully defending Rosewater the group were called away to Barrel Square to stop what seemed a last-ditch attempt by a horde of undead to destroy the temple. It turned out this was instead an attempted ambush by the traitorous Prismatic Colvi, the 'high priest' that was actually a cultist of Varagix all along. After dispatching the hordes and their master (along with his planeshifting tigers) the group got word that the Behemoth had returned, rampaging through the city.
Catching a ride with the Indigo Stranger they lept onto the back of the Behemoth, working through it's defenses - first several shale beasts, then Zellura and her reanimated Poppy - before arriving to the head where they found Prince Kulupi and his kidnapped sister Atriella. Kulupi did his villain soliloquy before starting to produce several identical clones who, along with himself attacked the group, all loudly claiming to be the Real Kulupi. As the fight progressed more and more Kulupi clones were brought in, more than replacing the ones that had been destroyed. After freeing Atriella from her force cage she tried to steer the Behemoth, making it's rampage a little less lethal. Finally the group managed to focus on the presumably *actually* Real Kulupi, but, it might be too late as the Kulupis outnumber them.
Tune in this Tuesday at 1800 hours for the exciting conclusion!
((Anders, Carina, Erik, Lars, Molle))
Being able to focus fire on the real Demon Prince Kulupi soon brought him down. As he fell, he gasped out “I… no!… Impossible! Lord Varagix… I did… everything you asked… Why… why have you forsaken me? Sister… I…” as he reached out towards his sister, but before he could finish, his eyes grew dull, he crumbled to the ground, and breathed his last. The moment Kulupi died, the behemoth convulsed once, twice, and then also grew still. All the links tethering Varagix to this world appear to have been severed, and so has the animating force compelling the enormous creature.
You suddenly hear a chorus of screams and cries as the remaining cultists wail in agony as their invincible juggernaut is defeated and their morale is shattered. In an instant, the remaining enemies flee all at once, but with nobody to lead them, the scene is disorganized chaos. Seeing the PCs triumphant, the defenders send up a cheer, quickly rally, and start picking off the retreating enemies with ease.
The Battle of Rumplank is finally over! Cheers of victory emerge from every corner of Rumplank!
Towards the end of the day, once the most urgent fires have been put put out the crowd cheers you on as you make your way to Rosewater and to the makeshift stage where the remaining Redfeathers have gathered. The queen calls out, “Today, Rumplank faced the greatest trial the city has ever seen. Poppy herself fought to defeat this evil cult, but it emerged from the earth like a sickness and spread, infecting even our beloved son. Ultimately, we never suspected so many of our loved ones had fallen under the cult’s sway, nor that they commanded a beast so powerful as to shake the very ground below and the firmament above. We were naive, and we would have had no chance on our own… But we were not alone. These brave heroes managed to unravel the cult’s plan, muster our defenses, and put an end to this evil once and for all. In stopping the cult once and for all, these heroes of Rumplank have outdone even the Gilded Pirate herself! Everyone, three cheers for the heroes of Rumplank!”
Rumplank enshrines the day of victory over the cult into a new annual festival that comes shortly after Founder’s Day. In this year and all that follow, the citizens of Rumplank celebrate the PCs during the festivities, particularly those with the Rumplank reveler background. They decide to name events at the new festival after PCs with that background.
Over the coming days and months, hundreds of tales of heroism, are written and sung by ale-kissed lips. But no tales are as grand and far-reaching as the tales of the PCs - including those who fell on the path to success - who will go down in history as legends just as famous and adored on the Indigo Isles as Poppy von Barnacle.
Impressed by the PCs’ heroism and resolve, Princess Atriella takes some time to get to know them as people, ultimately offering her hand in marriage to P'Tak, who elects to stay behind as the prince consort.
Molle steps quietly into the shadows, establishing a new thieves' guild, seeing the power vacuum in the city's underworld in the wake of the utter destruction of the Claw Quarter, amassing untold riches over the coming years.
Tjippel settles down as high priestess of the shrine to Pharasma that is established in the Temple of Many Colors, ready to accept the many adherents to the - perhaps somewhat heretical - cult of Pharasma The Dragon that flock to her teachings, inspired by the heroic actions of the pcs.
The others use their ship for trading and exploration, eventually finding a somewhat viable, if difficult, trade route to Kintargo, trading back and forth for a couple of seasons before their growing fame in Kintargo brings them an unexpected opportunity…
To Be Continued!