Sphere of Sarenrae

Searching for Cleo

Discussion with Cleopatra the Dryad

  • We ask her name. She thinks her name is Cleopatra, because that’s how we refer to the ship.
  • She’s trying to avoid the fires, trying to stay in the sun.
  • She wants us to keep her tree safe. If we do, she’s cool.

Digger tries to activate a clockwork, but it fails. He’ll try every 10 hours until they clear the effect area.

Set course through the fire field, Flauros Expanse, to seek Cleo at an asteroid we have on a map.

The asteroid is a floating fortress. There are fortifications, a gorge and some kind of deep crater. There is a ship docked on top of the fortifications with a lot of security around it. It’s being filled with crates. The crater appears to have a henge in it.

Digger signals them saying we got off course and took damage in the Expanse, and need to dock for repairs. They respond asking how we’re able to move, and we respond that we’re not using an elemental drive. They give us permission to dock.

We use invisibility and windwalk to infiltrate the asteroid before the ship docks. We fly toward the long boat and fight the guards. A nalfeshnee demon then appears.

After we do a bunch of damage, it takes cover and starts muttering. It offers to give up the “human woman” if we let it go.

We kill the demon, but the planar problems keep it’s body from disappearing back to the abyss.

We begin searching the building. We come upon a large room where someone is addressing a group of minions. We rush in and attack, encountering a sorcerer named Kiglori.

The leader was captured and interrogated. He tells us that the nalfeshnee demon, Kenuzazareal, was the planner behind the Guild of Calamity activities. He also claims to have captured Ithron.

We find a room with webs of writing, linking pieces of information, all written in Abyssal. It appears to be the ravings of Kenuzazareal. Digger noted the following pieces of information:

  • Ithron d’Magisto is an agent of the Celestial Court.
  • The Emerald Queen is manipulating the Court to destroy the sphere.
  • The Drow have escaped Gorum and expanded out past the sphere.
  • The Dwarves are going to corrupt Sarenrae into a Hellstar.
  • The cult of Calistria is going to breed humans into conquering the galaxy
  • The Kurgess destroyed Rovagug to bring about the end of times.
  • The Darkness has control of the gate on Urgathoa and will soon blacken the sphere.
  • There is a power on the far side of Dagon that is growing stronger and secretly controlling the sphere.
  • The humans are changing into something else.

We find a cache of potions (non-detection, cure serious, fly, cat’s grace, remove fear, not sure on last one), 2 scrolls (create undead lvl 6, true seeing), a horseshoes of speed, a headband of mental prowess +2, headband of mental prowess +4, shield +3, +3 arrow protection steel shield, and some unidentified plate mail.

Digger disables mechanical and magic traps on a door, and they find a table with alchemical supplies and a small stone, which Digger thinks is the Philosopher’s Stone. The stone contains a substance. If the stone is cracked open, then within 24 hours the substance must be used for one of the following:

  • Turn 5,000 lb iron into silver
  • Turn 1,000 lb lead into gold
  • Mixed with a healing potion for a true resurrection potion

We head down to the dungeon looking for Cleo. We find a guard in a room, and he admits that they have six prisoners:

  • Cleopatra
  • Elven ship captain (Tyrannus)
  • Scary human man (Ithron)
  • Dwarf (Natasha)
  • Gnome (Golgontock)
  • Human female (Isabella)

Turns out that Cleo is a demon in disguise, Gabriel. He says that Cleo got him to switch places with her when she left. There is a half-demon baby, Damien, which is apparently Cleo’s son and half-brother to Thorga and Quinton. He says that he is magically compelled by Cleo to take care of the baby and bring it to her.

We check out the rest of the prisoners. Thorga determines that Isabella is actually a spider disguised as a human woman. She says that she was the portal master at the City of Fools. She explains that the spiders are refugees of a destroyed planet which have taken the guise of humans to blend in. We release her.

We speak to Golgontock next, who says he’s from the City of Judgment. He says he was kidnapped for his financial knowledge as part of a Calamity Guild plot to bring down the economy of the City of Judgment. We release him.

Natasha next. She says she’s from the Morgul clan on Torag. She says the Calamity Guild had her because she knows much about defenses.

Then Tyrannus. His shipped was hijacked, and he was captured for his knowledge of elven ships.

Finally, Ithron. Quinton negotiates with him about removing the arcane mark if we release him. Kiglari appears to have had past dealings with him as well, and telepathically dominates him.

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The Transporter
"Do you have any fresh fruit?"

Nikko notices something odd about the path over which we drag the statue, as if the plant growth was accelerating. We head back to the boat and return to Radamir. We show him the statue, but no one knows just what it does.

Radamir asks us to pick up the statue, and notices moss growing on our ship. He tells us he can give us the money he has on hand, or we can take it to his guy on Torag. He gives us a document to present to Torag with the terms of the transaction.

First we head to a la grange asteroid, Port Massive, to pick up supplies and fuel ingredients. The asteroid doesn’t quite live up to its name. A gnome claiming to be the mayor approaches them, and comes across as a bit insane. The mayor tells us not to attack anyone unless we clear it with him first. We tell him we’ll be on the lookout for Skooge.

We head to the local bar, Fortune’s Orbit, to cool our heels. We are welcomed by Earl D’Perusio, and Quinton confirms that he’s the distant cousin of the general. The crew does a bit of gambling. Nikko sits down at a poker table, and exchanges words with the local surgeon, Doc Ric.

The Doctor takes an interest in the brothers, noticing their similar smell despite their differing races. Quinton exchanges words with the Doctor, who comes across as somewhat predatory in nature.

Nikko and Digger notice a man in full armor sitting in the back of the room, causing fear among the other patrons.

A local pirate learns that Quinton is a soldier from Fortune, and begins threatening him. He heads off to find the mayor and get approval to kill us.

Bortle approaches the large armored man, who warns Bortle off. A barmaid whispers to Bortle that the man is called Vanton Black. Bortle has heard the name before… a notorious bounty hunter.

One of the mayor’s minotaurs comes to the doorway and grunts to the party, indicating that we should follow. We see four figures down the street, including the pirate, Roeber D’Troi. They watch us walking toward the mayor and glare at us.

We head into the mayor’s general store. He tells us he’s given Roeber permission to kill us, but wants to do business with us first. He shows us his extensive stock of guns, weapons and alchemical ingredients. He won;t sell us fuel ingredients, only fuel. Quinton and Digger each kick in 1,500 GP to pay for 5 units of sphere travel fuel.

The Mayor gives us some intel on Rober’s crew, and sends us on our way. The street appears empty as far was we can see. Roeber appears down the street. Quinton walks up and blows him away with a single shot. We then shoot it out with Roeber’s remaining crew.

Vanton Black descends and demands Roeber’s body, at least once the sun goes down. Quinton is unwilling to give it up without understanding why. As the sun goes down, the Doctor comes out and joins Black. Black wings his sword at Roeber’s body, but Quinton blocks it. Quinton negotiates a settlement with Black , and finally agree upon 1,000 GP which the crew then spends on food/water for the voyage.

Nikko asks the Doctor whether he has any fresh fruit he can spare. The Doctor, a vampire, offers a single apple in exchange for a drink of Nikko’s blood.

On the way, the influence of the statue produces an tree from the apple seeds. It also causes the barrels holding the water and fuel to grow branches. The deformed barrels leak, wand we lose approximately a ton of fuel, leaving us without sufficient fuel to make our destination.

They locate a comet, and Digger sees a ship landed on it surrounded by several structures. The ships lands, and the party ventures toward the other ship. The severe cold makes the walk perilous, but they reach the ship. They see several frozen human bodies scattered around outside. The colors of the flag indicate that the ship is from Pharasma, the inner-most planet of the system. The ship’s name is “The Desert Oasis”.

The ship’s log indicates that the ship’s purpose was to drag comets to Pharasma, a hot desert planet. The logs indicate something had killed the crew near the structures constructed at one end of the comet (to push it toward Pharasma).

Digger examines the ship’s elemental engines. While they may be dismantled for spare parts, they cannot be repaired. The elemental shard has been cracked and can no longer contain the elemental. For some reason, perhaps because of the cold, the fire elemental had not escaped the shard. However, with the arrival of the crew, it breaks free of the shard.

The elemental immediately attacks Digger and does massive damage. Digger attempts to dive out the hole in the hull, but the elemental hits him again and he falls, dying. Bortle attacks it with water while Quinton picks up Digger. They party escapes out into the snow, and the fire elemental stops short. Eventually, the elemental returns to its shard. Digger is healed, and the party rushes back into the hull to grab a locked chest before the elemental can attack again.

Soon afterward, the bodies in the snow rise and begin shambling toward the party. Bortle calls upon the power of his god to damage all the zombies, but they close on him and he is taken down, becoming infected with zombie rot. The rest of the crew disposes of the zombies and heals Bortle.

The group turns to the chest. Digger fails to disable the lock. Nikko and Quinton have a shoot-out challenge to see who should try to shoot the lock. Nikko wins, but then fails to shoot the lock. Bortle then blasts it with his pepperbox. Inside, the group finds:

1,000 GP
Gems (worth 204 GP)
Legend lore scroll
Overland flight scroll
Stone shape potion
1 unknown potion
Miner’s pick
Saddle

The saddle has the symbol of a white rose on it. Bortle knows it refers to the furthest outpost of humanity, The City of Change on Ergathoa, but little beyond that.

We arrive at one of the engines. It appears partially constructed, and is surrounded by crates. We notice dead bodies in the snow.

Nikko and Quinton slowly approach the crates, cautious to see whether any of the bodies rise. They get close enough to examine the crates. As they use the pick to open the crates, Bortle notices the bodies rising. Bortle called on the power of his god and destroyed all the zombies.

Digger gets to work on the fuel. They’ll need to store some water to mix with the fuel in the crates, so Digger begins fashioning barrels from the surrounding scrap metal. Nikko and Quinton head back toward the ship to bring it back to the engine area.

On the way, they see a knight on a dead-looking horse. The knight bears a banner with the white rose insignia. He rides up, and inquires about their identities in a rasping voice. He appears to want their ship so he can escape. Nikko pulls his gun and shoots at the horse. The knight pulls a sword and a battle ensues. The knight rides off, rasping “Returrrrrnnnnn…”

With a little difficulty, Quinton gets the ship started and they bring it to Digger and Bortle. During this time, Digger has produced approximately 5 tons of fuel. The crew begins loading as quickly as they can. When most of the alchemical crates are loaded, a crewman sees the knight and a group of zombies approaching.

They decide to lift off and fight from the air. Digger starts the engines and the ship rises. The party fires at the approaching zombie forces, but they leap onto the deck in the comet’s lower gravity. They manage to defeat the zombies and knock the knight off the ship. The knight is apparently vampiric and disappears into gas. We find his masterwork plate mail and two-handed sword.

We land, load the water and get back on our way to Torag. As we approach, we note that the planet looks like a giant dwarf head. A dwarf-head shaped ship approaches and the ship is boarded. A female representative of the Red Sun Inquisition tells us that our ship will be searched. She introduces herself as Oilya of Clan Gormykin. She questions where we got the statue, and we are forced to explain we got it from the elves. WHile she doesn;t like theft, she likes elves even less and she allows us passage.

We meet our contact, and they are very pleased with the statue. He offers us 100,000 GP for the statue. Quinton negotiates for 130,000 GP, of which 45,000 will be a credit at the shipyard. They hold back Radamir’s share of approximately 39,000 GP.

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The Elven Job

The party heads to Frankie the Noise’s bar. The bouncer asks for all of our weapons. We enter the bar and get waived upstairs.

Frankie and Quinton speak. Frankie asks Quinton about his loyalty to the elves. He tells about their giant tree, and suggests he needs something stolen from them. Throndar Heimdal recently found some ruins, Sapita Pyara, and a statue of the goddess Calistra. Frankie puts a big bag of coin on the table and asks us to help Throndar to smuggle the statue off-planet. He says the fee for this service is 24,000 gold pieces.

We ask for an advance, 4,000 gold pieces. He agrees, but emphasizes that this is a commitment, and it will go badly for us if we don’t deliver. He also gives us a sack of 100 platinum crowns for Throndar’s payment. Finally, he gives us directions to Yellowmire, the closest we will be able to get to the ruins by flight. We’ll meet Throndar there.

However, the party’s geographic skills aren’t up to the task and they are unable to locate Yellowmire. We spot a dwarven mining encampment and descend. A pair of dwarves with large rifle-axes approach and ask us why we’re here. Digger and Nikko explain that we’re lost and need directions to Yellowmire. We’re taken to their leader, Radamir, who asks for a few gold pieces in exchange for a map. He then asks whether we’re in the market for some intelligence on the elves. For 100 gold pieces, he gives us a map of the elven border areas.

We sail about 10 miles up the river and find Yellowmire. We make our way to the local tavern, and encounter a well-dressed man sitting outside. Turns out that he is Throndar. We confirm that Frankie sent us -and give him the money. He says everything is in order and explains the mission. The statue is apparently magic, and should fetch a good price.

He gives us a map:

An arrow suddenly pierces his neck, and he falls as acid spurts out and his body rapidly degrades. Nikko grabs the bag of gold.

We are approached by the local law, a human named Sheriff Blutt. He asks what we’re doing here and why we killed the man. We try to explain the situation and we are allowed to leave.

We need to hire some long boats as the route to Sapita Pyara involves shallow waters. We head to the local tavern, which appears dingy from the outside but is quite well decorated inside. The proprietor offers us a fine meal.

Everyone’s attention turns to a loud thrumming sound outside, which Digger recognizes as an elemental engine landing. In walks Radamir and a bunch of his dwarves and a witch. He immediately recognizes us and approaches. He asks if we found our friend, and if he’s the guy they just dumped in the river. He tells us he didn’t realize our friend was Throndar, and demands that we hand over anything he gave us. Nikko bluffs him and says Throndar was killed before giving us anything.

Just then an elven woman with a panther enters the tavern. She has a bow and a quiver of arrows of the same type that killed Throndar. She lays down the law with the locals, and then leaves.

The party gets into a discussion with Radamir, and we agree to work together to get the artifact. However, he wants to direct it to another buyer, which will result in us crossing Frankie. Still, we agree to the terms, offering Radamir a 30% cut.

Radamir’s crew takes off in their ship, an enormous stone head (a la Zardoz). About an hour later, we hear an explosion, Radamir’s distraction for the elves. We take the opportunity to set sail along the river. Unfortunately, we quickly run the ship aground.

As we try to right the ship, we hear a rumble in the jungle nearby. A giant troll bursts out of the jungle, heading straight toward the donkeys we are using to pull the ship off ground. Combat ensues and we burn the troll. Digger manages to bottle its blood to brew some troll styptic.

We sail on down the river, approaching the first skull mark on the map. Nikko notices an elven woman apparently drowning in the water. Digger leaps over the side, yelling “We have to save her!”. The rest of the party steers the ship in front of Digger, and Quinton jumps in with a rope. The crew reels them both back aboard the ship and grapple him. They continue sailing, and about a mile later Digger snaps out of it.

We near the temple and disembark. We hear a haunting melody, which Digger recognizes as a Pan flute. We are approached by a half-man, half-goat being. He invites us to join him for entertainment and pleasure. He plays his pipes and charms Digger, asking Digger why they are here. Digger tries to answer, but the rest of the party tries to subdue him.

Combat ensues, and Nikko hits him with a solid gunshot. The party demands that he release Digger, and they begin to negotiate with the creature for its life. We agree to spare him if he tells us about the temple, and agrees to keep our presence secret for two days. He tells us that the statue has the power to grow plant life around it. The elves do not understand it, so they keep it far away from their city tree. The statue is guarded by a strange creature, with the head of a woman and the body of a snake. She has magic and a poisonous bite. She is a master of illusion, and has unerring strikes with her teeth. He also tells us that the area is patrolled by the elven rangers, but they are strangely absent today because of a great flying stone statue.

The bargain done, and since Nikko is holding the flute, the strange creature wanders off sadly.

The party approaches the temple. Nikko sneaks in to take a look, and climbs up one of the columns. The guardian suddenly appears and attacks. Battle ensues, and the guardian is killed.

The party searches the temple, and drags the statue into the boat.

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A Milk Run
"What could go wrong?"

Half brothers, Quinton and Bortle Thornycroft, have recently purchased a “serviceable” spelljammer, yet to be named. They’ve recruited a gnome artificer, Digger Ticktockclock, to keep the alchemical engine running, and a half-elf sorceror-ninja, Mablung Sergon, as crew. Sailing upriver during their initial voyage, they discovered a stow-away, a halfling gunslinger monk named simply Nikko.

The crew finds itself on Calistra. Standing in overgrown ruins of Fort Crimson, where the brothers fought against the dictator in the People’s Rebellion. An old half-elf comrade, Feydean, interrogates Quinton about whether he was, in fact, a traitor. He tells Quinton to watch out, because someone is bumping off squad members. Then he offers Quinton a job hauling 40 tons of plunder, that they looted from some local plantations.

They ask for 800gp, which the party kicks in…

Nikko 400
Quinton 200
Mablung 150
Digger 50

Need to find a good off-world location to sell the plunder. We go to see a local “businessman”, Frankie the Noise, who hangs out at the Legitimate Social Club. Frankie turns out to be a rather large ogre. Frankie asks Quinton which side he fought for, and Quinton answers that he was with the People.

We strike a deal with him for 40% of gross. He asks if we’re familiar with General d’Periousia, and suggests that he may be interested in our goods. Frankie sees this as an opportunity to open up a new business relationship with the General. We ask whether he could move any merchandise that the General might be interested in shipping back.

The General is located on a la grange asteroid, estimated to be 4 weeks of orbital travel in each direction. The crew spends approximately 900gp for raw materials, and Digger spends a day mixing fuel.

Digger expertly fires up the engines, and they are so well tuned that it should take only 3 weeks to get to the asteroid. Bortle takes the helm, with a stunningly poor launch. However, the ship makes it into space and sets course for the asteroid.

About a week into the voyage, we notice a speck against the sun and suspect it may be a another ship. As we continue, we get approach the unmoving ship. Dancing lights come from the ship, conveying an “SOS – out of fuel” message. Nikko notices a group of people huddled on the deck, covered in a large blanket.

Digger uses dancing lights to have an exchange with the other ship. We offer to trade some fuel for payment, and they accept (possibly offering payment in “human” currency).

We pull up within 60 feet and the ships’ atmospheres merge. A strong stink washes over the crew. Captain Skoodge of the derelict ship, apparently a kobold, holds up a bag with something heavy in it, offering it in trade. At that moment, a lizard-man runs up the stairs from the ship’s hold carrying a sealed barrel. Digger throws a clockwork centipede in front of the figure, ordering him to drop the barrel.

Skoodge conjures a ball of fire that floats over the crew’s deck. Nikko fires at the barrel, and it explodes with oil across their deck. Nikko, with extra effort, tosses alchemist’s fire at the lizard-man and he bursts into flame and dies. Skoodge lets out an exasperated sigh.

The enemy crew reveals a hackbut on the stern of their ship, and fire it at Quinton. Digger launches a bomb and takes out the two kobolds manning the hackbut. Skoodge takes cover, and threatens to damage the crew’s ship with his fireball if they don’t forgive him for his “bad joke”. The crew pulls the ship away, leaves them behind, and continues on their way.

The crew approaches the asteroid, which appears covered with forests and a large town. Digger sends up dancing lights, announcing the crew’s intent. The asteroid responds that they are willing to trade, but the crew needs to store its weapons. The ship lands at the docks.

The crew is met by a man Quinton recognizes as Farrion Green. He gives a look of terror upon seeing Quinton, and announces himself as Farrion “Wolf”. He extends hospitality to the crew and indicates that the General will be happy to meet them.

Farrion asks Quinton to avoid mentioning his half-elf nature (his ears are rounded and he passes for human), and Quinton agrees. They begin haggling over the price for our cargo, and agree upon 750gp per 10 tons.

The General’s daughter, Emilia approaches and gives Farrion a knowing look. The General follows shortly after and his wife, Margarite, then descends the stairs and asks if we will be staying long. She asks if the crew could help with a “problem” they have.

The General explains that they have a bot of a goblin problem on a nearby asteroid. The crew agrees to deal with the problem. They will be taken in a skiff while their crew has shore leave. They will be accompanied by Farrion. The General’s son, Derrik asks to go along, but the crew declines.

Quinton has dinner with Farrion while the others enjoy the local scene. Farrion admits that he and Emilia are lovers, and confirms he is Frankie the Noise’s contact. Farrion repeats his desire for Quinton to keep this knowledge and his heritage quiet.

The next day, the crew boards the skiff and travels a half-day to the asteroid. There is a large cave on one side of the asteroid. The cave is littered with filth and crude tools. The crew hears goblins voices within.

The crew follows a tunnel and finds a group of three goblins arguing about what to do about the ship that just landed. Digger sneaks up and blows away two of the goblins with a spellbomb. The third goblin throws up his hands in surrender. Nikko shoots him with an arrow. The goblin says, “I knew we shouldn’t have trusted that pirate.” We ask him which pirate he means, and he says Captain Skoodge. The goblin says Skoodge promised them good money if they helped him. Quinton twists the knife and kills the goblin.

Nikko locates a secret door. Digger disarms the trap, and they find about 40gp of loot.

The crew hears footsteps coming down the corridor, and they set up an ambush. The door opens, a goblin jumps out and looks around. Quinton shoots him in the head. The crew presses the attack against the following goblins down a hallway that leads to a waiting ship with the hackbut trained toward them.

As Skoodge pulls the ship away from the dock, Digger yells at him, “We beat your ass twice now! Looking forward to the next time!”

Skoodge responds, “My ass is just fine. Have fun back at the dutchy… I know I will!”

As we head back on the skiff, we see a shadow cross the sun and everything goes black. We think some large object is blocking our vision of the sun. It’s definitely not a natural phenomenon.

We continue to head back toward the duchy, and find an enormous ship hovering over it. Cannon fire is being exchanged.

We see an insignia on the ship, but can’t make it out. Farrion isn’t familiar with the ship, and has no idea why they are firing on the duchy. He directs us to land on the dark side of the asteroid and we can use tunnels to get to the dock where our ship is moored. Quinton ends up landing the skiff in a tree. We climb down and head toward the tunnels.

About 30 minutes after landing, we are halfway there. The cannon fire stops.

Farrion tells us that the tunnels exit either in the royal apartments or the main hall. We choose the latter. Digger listens and hears the General’s wife speaking to a group. They are asking how she is, and she is praising the Imperium. She asks about her children. A soft-spoken voice, Lord Ithron, says her children are undergoing “the process” now, and then they will have to deal with the General.

We head back toward the royal apartments. Bortle overhears the General yelling at some people evidently guarding him. The party decides to rush in and rescue the General. Digger blocks the door with a tanglefoot bag and the party rushes in, guns blazing. On the guards, we notice a symbol: a figure eight with pentacles in each opening.

The General tasks us with saving his wife and children. We explain to him that his wife appears to be helping the Imperium, but may be under the influence of their “process”. Quinton and the General argue over strategy. He suggests we find his family, hide, and wait for an opportunity to escape.

The party isn’t inclined to take the risk. Quinton and Farrion have a falling out, and Farrion storms off to search for the children. The party heads off to find their ship. We use the listening holes at the dining room, and hear voices. Suggestions of “complications” in the process when there is resistance. The leader indicates that they need to leave within the hour on the “Eight of Pentacles”. They will leave quelling of resistance to the new duke, Lord D’Stelo.

The party argues about whether to help or leave. Finally, they agree to listen from the tunnels as the forces leave, assess the strength of the remaining force, and make a decision about their course of action.

Bortle hears them speaking about having picked off other la grange duchies.

Nikki hears that the halflings have been separated to be made into slaves.

Quinton listens back in at the royal apartments. The General appears to be in chains, and is growling and ranting. It seems that resistance to the process has broken his mind.

After an hour, we hear shuffling toward the courtyard. We head to the stables to listen. Ivan D’Stelo addresses the populace, saying that the General has abdicated his position and returned the duchy to the Imperium. He has appointed a new sheriff to deal with any disruptions.

Nikko sneaks out to scout, but a Pentacle guard senses something and moves in his direction. Nikko climbs up toward the roof to escape detection. The guard starts poking hay bales, seeking an intruder. He senses Nikko and summons additional guards. Nikko attempts to lead them away from the party. After an intense chase, he escapes. He hunkers down until the speech ends the crowd disburses.

Farrion steps out with a pistol, yelling “Emiliaaaaaa!”. The General’s wife waves her hand and wraps Farrion in vines. A man in black consults with her, and then orders a guard to shoot Farrion dead. The wife and children head toward the Eight of Pentacles. A half hour later a black cloud envelopes the ship and it disappears.

We head back to the ship, and find that the crew and a number of halflings are loading stuff on board. We walk to the ship and speak with Merv. He suggests that he was made captain and he renamed the ship “…o the Humanity”. Quinton and Nikko pull their guns and shoot him dead.

Digger offers the rest of the crew amnesty, and most lay down their arms. One crew member takes a crossbow shot at Quinton, misses, and runs below deck. Bortle gives chase. Quinton tells the halflings on the dock that the ship is leaving in three minutes and they are welcome to join the crew. A few board the ship while the rest scatter.

Bortle, Nikko and Digger peruse the lone crew member down to the engine room and subdue him. Digger needs to repair the damage to the engines he caused. The crew manages to withdraw from the dock and Digger fire up the engines.

Digger finds that Merv loaded more fuel in his attempt to take the ship: 2 atmospheric, 3 tactical, 10 orbital. He also loaded 20 tons of sellable loot.

We land the ship on Calistra after four weeks (using 4 orbital and 1 atmospheric fuel).

The crew travels to the city of Fortune. Bortle reaches out to her contact in the mayor’s administration. The rest of the crew meets with Frankie the Noise and pays him his 40%. We tell Frankie about the regime change at the duchy. He asks whether we’ve shared this information with anyone else, and we tell him we’ve informed the mayor. Frankie asks whether we want more work, and we agree to some short-term work.

We then meet with the mayor and tell him about the situation at the duchy. He appreciates the information and our ship is formally registered with Fortune.

We decide to do some more work for Frankie so we can make some money and upgrade the ship. Frankie offers us a job to smuggle some elven goods that they may be unwilling to trade above-board.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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