I would like to invite a new player to the campaign in the next two to three weeks and will give preference to someone who comes with a recommendation from a current player before opening the invite to Roll20’s unwashed masses. If you play in another campaign with someone who you think would be a good fit, just send me their contact information. Thanks!
Here is an invite link for anyone who has not yet joined the Discord server for the campaign we’re going to give a try tomorrow night (it worked great for Ray’s game on Monday):
– We will continue at 11:20AM on the 22nd of Masrilden with the party recovering from their first foray into the shrine of the Flesh God.
– Died Doing What He Loved (i.e., diving headfirst into a murky pool of water to confront some horrific monster and save his friend): Ronan “John Smith” Hatchure
– Killed the Guy Doing What He Loved: Thorfus “I’ve Already Taken Care of Most of the Hirelings, Time to Start on the PCs” Ironhand
– Surprised that a Party Member Died and He Wasn’t Involved: Chuq (Who Will Not Stand for Someone Challenging his Meditative Abilities)
– Happy to Have Saved Thorfus, Not So Happy about Swimming in Ronan Soup: Edan of the Blood Red Hat (and Boots, and Cloak, and Shirt, etc.)
We decided to head west and try to find the cloning facility rather than try to kidnap people or convince kobolds to sacrifice themselves.
6AM 21st of MazRelden 00.00.00.00.03.24
Kotar and Prix will travel on the Barge rather than on the skiff, while Mariantaxis will fly – he says that touching the carbon material is painful to dragons – likely the reason their cages were effective in keeping them in check.
Edan takes control of the skiff and guides the ship – about 45ft up – and travels along the valley towards where we think the Cloning Lab is.
Thorfus speaks to Sarathos using the broachie-talkie – confronting him about the “insanity” he caused. Thorfus wants to know if he can reverse the damage – apparently Sarathos can, but by individual. Sarathos doesn’t seem to think reviving prix is a bad idea – considers her wiser than her “mate” … he wouldn’t mind speaking with her should we be successful. Alone – of course.
We suspect that someone else may be listening in through the talkie-broachie, but Sarathos says he can’t detect anyone else listening in on our devices. Putting on ESP circlet or ring dampens the buzzing sound, but it isn’t eliminated.
We place the skull cap, broachie-talkies and the scrying mask in Edan’s Strong Box for it’s “blocking” ability just in case. NOTE: It’s just a plain waterproof foot locker, not sure where they got this idea, but if it makes them feel better then who am I to argue – at least it’s wizard locked.
The Valley between the mountains heading westward is fairly barren – but we can see jungle in the distance.
About 40 minutes in – we begin to reach the jungle – and then suddenly we feel like we’ve just been attacked. An explosion happens – the skiff’s batteries explode (Stissa is blown away) and we fall to our doom. Edan attempts to slow the impact with Levitate while Chuck and Harb shadow step to safety. The rest of the crew scramble to the back of the ship to avoid the brunt of the hit.
Mariantaxis attempted to catch the ship, or at least Prix, but was unsuccessful even with Ronan’s attempt to throw him a line.
Despite the efforts – the damage is bad – we lost Stissa, Adrelle, Fyarin and Eva – and we’ve all taken a beating.
Thorfus has the monkeys retrieve our chests and cas while Edan attempts to asses the damage to the engine.
As we recover – 5 creatures come out the ground, Vilstrak, the stone-like insects that immediately attack the Mechanical Monkeys.
We defeat the Vilstrak and have one of the monkeys remove the battery and place it far away. It’s smoking and we then bury it, stopping the smoke. Ronan manages to loot some gems from the Vilstrak lair we landed on.
Edan determines that one of the power chambers was damaged, but the others seem to be fine. As a test, we place the spare battery in the powercell and the barge lifts a foot, enough to inspect the damage – we also notice that the battery rattles much like the previous one so we assume it’s also sabotaged in some way. The barge is sound, but it won’t float. After a short discussion we decide to move the ship closer to the jungle so that the monkey can affect repairs in order to make it water worthy incase we need to make a landing again.
While we prepare – Stissa wakes up and we hear distant colonial drums approaching from the east. Lambertus checks her wounds and he’s amazed she’s not really injured. She’s really alive and doesn’t seem to be freaked out. She doesn’t know how she survived. Very suspicious as this is the 2nd major “incident” she has survived without injury.
We ask Mariantaxis if he’s noticed anything about her. He tells us that he hasn’t really looked at our camp followers, but after hearing what has happened agree to inspect her. As he approaches her, he immediately finds out she’s not what she seems – and before he can swat her she shadow steps away towards the jungle (we assume).
We discover that the mirror is magical, and likely was being used to track and listen to our conversation. Mariantaxis is worried, if the Emperor knows we have Prix – he’ll come to claim her, likely with a horde of other dragons. BBQ Anyone?
Ronin plans to misdirect our pursuers by faking a change of plan and then get a bird to fly around with the mirror.
We lure a bird and with whom Chuck tries to negotiate to have it carry it away. After some cajoling he manages to convince the little guy to take it away.
We head west towards our goal as low as we can, and quickly come across a fight. We listen and it seems to be two or more people fighting – we hear “face-stealer” so we figure it’s our Stissa.
We quickly turn around and head towards the fight.
– We will continue at 3:20PM on the 21th of Masrilden with the party setting up their camp outside the banyan tree in which the islanders claim the “Flesh God” has his shrine.
– Making New Avian Friends: Chuq “He’s Good!” Nourris
– Intimidating the Native Population: Thorfus, Emissary of the Flesh God
– Landed a Boat on a Mountain with Survivors: Captain Edan Sullenberger
– Has a New Reason for his Paranoia: Ronan “They’re all Demons Wearing False Faces!!” Hachure
– A Hireling who Survived Two Adventures? Must be a Spy: Stissa
– Earning their Keep Now: Bellisente and Lambertus
Once the party is once again on the deck of the Keeper Barge, Edan and Lambertus confirm the location of our ancient dwarven submersible. They find a shadowed quiet alley among the warehouses were Lambertus can Locate the Object in privacy. Before he calls on the powers of long dead dragons, Edan suggest Caesar the invisible cat slink into the Merendur warehouse to have a look see. On his return, in his own loveable way, Caesar informs Edan that the submersible is actually in the warehouse. It is set unceremoniously on the floor, obviously not a position that can be launched easily in the water. The cats certain tactical assessment was that both Edan and Lambertus can easily take on the guards present if necessary.
The three return to the Keeper Barge to report their findings, which includes an ongoing exodus of several Midmark Navy ships heading out into the night. The Keepers decide not to move against the Merendur clergy just yet, since the submersible is secure in their possession and we don’t have a secure locale to keep it, we all agree it is safe where it currently is. Several keepers express their fervent desire to give the Merendurs a bloody nose, especially the Matriarch. Next we interrogate the dock workers about the navy’s mobilization.
Lord Thorton and the council have ordered the admiralty to tighten the blockade of the now diseased Vargen. It’s is hoped the sick people of the city and their Dwarven invaders can be contained by sea power. We later learn that the militia is also mobilized to secure Midhaven and the former Bargemen’s ferry across the Vargwater. Having to move across land means it will take another day or two for the militia to arrive at their posts. The keepers decide another conference with Jardin (Thorton) is not necessary before we ship out at dawn. It is our intent not to get involved with the Vargen situation. Our mission to save the world takes precedence.
Our departure from the floating island is without incident. Once clear of the harbor proper and any curious eyes, the barge is lifted above the ways by Captain Thorfus who sets our course for east of Vargen to skirt the harbor. Axel spends the day training Chuq. It appears old Saw Tooth’s house boat is anchored close to where it was before our scuffle. Thorfus keeps us well clear of the house boat, ignoring Ronan’s desire to rain acid on the domicile.
Edan sits down to read Saw Tooth’s journal. It tells a tale of his schism with other clerical authorities in his home city. The following persecution for his beliefs which prompts his flight from home when he realizes refuge could be found near Midmark. In those waters, sympathetic Mermen give sanctuary allowing him to live in peace and cooperation with both Mermen and the people of Midmark. His musing are suspicious of Devil Fish, noting their various plots and schemes over the years. His latest entries suggest he realized the Devil Fish are plotting against the Mermen and he intends to warn the Mermen before it’s too late. Edan shares this last bit with the party. We can’t take the time to either make peace with Saw Tooth and help with contacting the Mermen or alert the Merman ourselves using the journal as independent corroboration. Perhaps if we have uncommon luck in our mission up north, but this is unlikely.
That afternoon, the barge skirts Vargen harbor. The dwarven colossus is undoubtedly one of the bridge autonotoms from Xen Khel. It still has a section of the bridge held in its hands! Remembering our exploration within one of the bridge colossus, we debate the merits of assaulting it at this time. Realizing the Keeper Barge lacks the elevation to avoid direct contact with the colossus, we determine the best tactic against it would be with a silver control circlet. The barge continues north, we watch from our decks the blockade and burning Vargen.
Amelia helps us locate her community north of Vargen. Alighting among the humble homes, we are greeted by the locals. At first Thorfus and Axel cause a stir but Amelia ameliorates the situation by testifying to the dwarves heroism and past alliance with her husband Cannis. Accepting the two as not invaders, we are told of Cannis unending bender. We are directed to where our erstwhile Druid is lost in another bottle bemoaning the loss of his wife. Cannis is not convinced he is confronted by Amelia and his former colleagues. It take some persuasion but eventually he realizes we aren’t figments of his imagination. Though the day hasn’t ended in cheers, the party is gladdened to have put the two back together. We depart somewhat disappointed when both refuse to journey with us away from the disease and war just a short walk away from their home. Thorfus gifts a sizeable jewel and some coin to the couple before we launch the barge and continue flying north.
The flight north is with little incident. Upon reaching the Vargwater, the barge is turned westward and follows the river to Jagger dock. Setting down into the water, the barge is lashed to the dock for the night. During his shift Ronan notices an uncommon silence from Jaggers warehouses. Drawing closer to investigate, he narrowly dodges arrows flying out of the darkness. His yells alert the sleepers. During the scuffle Thorfus is magically held in place and an arrow causes Ronan to fall down paralyzed. While Edan spits jets of flame at the warehouses, the barge is released so we can escape upriver. As the jungle begins to blaze, Edan pilots the barge into the air and he flies us the rest of the night to our destination.
The wounded are tended to by Belisonte and Lambertus. All are awake and alert as we approach Meriantaxis’ mountain lair. The sun is rising to the east as we are guided by Araquille to their new hideout via the broachie talkies. Meriantaxis is pleased we acquired another dragon’s blood but notes that we have less men than last time. Explaining the archers were loss with the Salty Leprechaun, the conversation turns to the last reagent for Prixalthalmus’ resurrection.
Who and where to find 12 thinking sacrifices whose blood Prixalthalmus will have to be bathed in is hotly debated. Chuq suggests Meriantaxis could awe the kobold east of Vargen to willingly sacrifice themselves to resurrect their Queen mother. Meriantaxis resist this plan since it means being closer to the dwarves assaulting Vargen. Dwarves he knows have designs against him. Thorfus agrees since the way east is beyond the range of the barge and whether the kobolds still lair in the mountains is uncertain. The argument to search west wins the day. It is hoped the local Islander communities can be found quickly or perhaps the fabled cloning machines could be discovered so that a little bit of all of us could resurrect Prixalthalmus. The thought of enslaving more Islanders makes the former monk want to sick up.
– We will continue at 3AM on the 21th of Masrilden with the party getting ready to fly westward with Kottar and Myrientaxus to find either suitable sacrifices or the cloning machine.
– Kept his Word to the Spider Lady: Ronan, Savior of NPC Marriages
– Decidedly Not Keen to Kill Innocent Islanders: Chuq the Conscientious
– Will Do What’s Needed to Save the World: Thorfus of the Good Intentions
– A Mage with a Flamethrower: Edan, Starter of Forest Fires
– Looking on Contentedly while it All Burns: Caesar
– Back in their Little Home (Next to a Plague-ridden Warzone): The Mallorys