Ghosts of Fallen Stars (Iron Gods)

Soaring High Across the First World (Part II)
Session 47 (September/5/2018)


In-Game Date: 4711, Arodus 31 (but day 3 in the First World)

Things Done

The PCs finished the aerial combat encounter with the Soaring Brigade pirates. Then they entered a long session of role-play with Queen Nevenda and with Cobyslarni and members of his magical academy. Having to take their search for Miliani further, they went to the Starcatcher Mountains to begin a race against Illaris’ party to reach a god-like Eldest who might know more about Miliani.

Events
  • Earning a Place in the Skyhome Armada: The Torch Bearers continued battling the enemy pirates of the Soaring Brigade as they rescued back the hijacked flying turtle. With enough arrows, slashes, and magical powers, they ended up the threat and steered back the turtle to rejoin the Skyhome Armada. They also found that Redfang was all the time trapped inside of one of the huts, locked from the outside.
    The PCs immediately earned recognition among the sky pirates for this defense. They were congratulated by Queen Nevenda, who also promised to take them to the magical academy of Cobyslarni immediately. Queen Nevenda also asked for a night alone with Remiliano, to which he complied. Remiliano then left a paper for her telling how to find Torch if she ever decides to go to Golarion.
  • Not Your Average Academy: The PCs and the Skyhome Armada continued their journey towards the Cobyslarni magic academy, where Miliani could dwell. When they reached it, their expectations were broken again, for the academy was really a conglomerate of ornate buildings mounted on the back of a ultra-colossal white elephant with three eyes. They had a conversation with the elephant in order to be given permission to enter the academy. But in exchange, they had to get sucked by the elephant’s trunk so that he could collect knowledge and memories from their minds.
    Once inside, they spoke with assistants and teachers to know the whereabouts of Miliani. The headmistress of the academy, Bofika Nemesan, told them that Miliani visited the academy a while ago, but left without notice. She also told that another woman, Ilarris, together with mercenaries, was also seeking Miliani. Bofika told both parties that only one person could know for sure where she is, and that is Ng, the Eldest (like a demigod) of seasons, secrets, travelers, and more. Ng was at the moment in the House of Eternity, the palace of another Eldest (Shyka), high in the Starcatcher Mountains.
  • Race in the Starcatcher Mountains: The PCs made haste to the snow-covered, extremely-tall Starcatcher Mountains, taken as high as the winds permitted by the Skyhome Armada. They had to reach Ng before Ilarris did. So once they landed they commenced a day-long trip through treacherous paths of rock and snow (guided by a mentally-handicapped male gerbie named Giri). Luckily for them, they were able to locate Ilarris and her group, and a battle against the clock commenced as both parties raced for Shyka’s palace.
Mysteries and Loose Ends (some more important than others)

1. Bofika, the headmistress of Cobyslarni magical academy, told them more about the Dominion of the Black: that is is an ancient, inter-planetary and inter-planar organization that sought to unearth more knowledge and magic of the ancient gods and possibly bring them from their prisons to rule the multiverse again. With this information, then we have to ask: what is the Dominion of the Black doing in Numeria?

Awards

XP:
2,400 xp were given to Clarence, Gorim, Remiliano, Drullkar.

GM Commentaries

Another very imaginative session with the usual mixes of combat, exploration, and role-play. You players keep doing a great job.

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Soaring High Across the First World (Part I)
Session 46 (August/29/2018)


In-Game Date: 4711, Arodus 31 (but day 1 in the First World)

Things Done

Arriving to the First World plane in search of Ilarris and Miliani, the Torch Bearers found themselves amid strange landscapes of titanic jungles and among strange monsters and sky pirates. The Torch Bearers were then brought onto the flying ship decks of the sky pirates, where they met the fleet captain Queen Nevenda and explained their journey towards the magic academy of Cobyslarni. After a couple of days of hitch-hiking a ride with the aerial fleet, the Torch Bearers had to help defend it against enemy pirates.

Events
  • Trouble in the Leneahu Jungle: The place where the Torch Bearers landed in the First World plane, after they crossed the portal from the Echo Woods, was the tree canopy of a titanic jungle with colossal leaves as hard as wood and unfathomable depths. They were quickly attacked by floating jellyfish-like gargantuan monsters that poisoned them and made them levitate unwillingly, risking falling to their doom. They fought for their lives for a while but then saw many flying vessels approaching from the distance. The vessels had a vanguard of pirates riding griffons, hippogriffs, and giant owls. These pirates mistook the PCs for illegal hunters and captured the PCs with nets (while they captured jellyfish-like monsters too) and brought them onto their ship decks for questioning.
  • Pirates of the Skyhome Armada: One leader of the sky pirates, a crow-like humanoid (a tengu) named Ikiko, approached the PCs who have been recently unloaded onto a flying ship’s deck. Ikiko asked basic questions about who the PCs were and then, noticing they were foreigners, took them to see the leader of the flying fleet, the gnome Queen Nevenda VII. She held a pleasant conversation with the Torch Bearers where they learned more of the fleet, called the Skyhome Armada, and they told that they needed to arrive to a magical academy known as Cobyslarni. Nevenda agreed to take them in a few days when the fleet has attended other matters.
    For the next couple of days, the PCs saw the strange vessels of the Skyhome Armada: flying wooden ships with strange sails and metal propellers, zeppelins, ‘hot air’ balloons suspended by the jellyfish-like monsters (called skriks), and flying colossal turtles with wings. They also saw the diversity of its crew: from faeries and lizard-like humanoids to elves or gnomes with hairs and eyes of shifting hues and minotaurs or other fey creatures. Finally, they also saw their strange customs, like when a shopkeeper asked Gorim to pay him with sweat from his forehead.
  • Chasing Flying Pirates and Boarding Giant Turtles: One day, the PCs and the crew of the armada were shook by a band of enemy pirates known as the Soaring Brigade, who landed on a giant turtle, cut its anchoring ropes, and magically controlled it to steer away from the fleet. The turtle was carrying inside its attached huts a dangerous bogeyman wanted in the First World, but Redfang was also resting in one of those huts. Wanting to rescue their ally and sensing an opportunity to impress Queen Nevenda, the PCs mounted some flying mounts and engaged in an aerial combat with the enemy pirates. Then they boarded the hijacked turtle and fought atop its shell before Remiliano conjured hurricane-force winds that blew away all surrounding mounted pirates.
Mysteries and Loose Ends (some more important than others)

Nothing for now.

Awards

XP:
2,000 xp were given to Clarence, Gorim, Remiliano, Drullkar.

GM Commentaries

Another great session enjoyed by everyone with varied and original content. The First World plane offered a lot of ground for trying high-fantasy things and very imaginative and refreshing encounters.

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The Doom That Came to Iadenveigh (Part II)
Session 45 (August/22/2018)


In-Game Date: 4711, evening of Arodus 31.

Things Done

The PCs finished the battle at the Echo Woods, squashing the agents of the Dominion of the Black. But they couldn’t prevent Ilarris from escaping through a portal into the First World plane, to locate Miliani. At Redfang’s request, the PCs and him crossed the portal and landed on a mysterious jungle like they have never seen before.

Events
  • The Battle at Echo Woods Continues: The showdown between forces of the Dominion of the Black and Banner of the Stag continued in the Echo Woods amid torrential rains and lightning that made things more difficult. The Torch Bearers and Redfang downed more cultists and fought bizarre monsters allied with the Dominion (one was a lobster-like humanoid monstrosity – a mi-go – and the other was a giant crab-like aberration with seven brains on its back). The PCs got blasted by potent magic from the cultists but they fought back in a long bloody battle, with Gorim and Redfang competing as to who was the best marksman. Remiliano disguised himself as a cultist and was able to sneak among their forces, seeing their machinations up front. Gorim lost his entire beard because the crab-like monster injected a poison on him that he resisted but had this side effect.
  • Portal Business: Near a promontory with a faerie ring, the Torch Bearers saw two rhu-chaliks (monsters they encountered in Scrapwall before) doing their strange ritual. Then, two portals opened nearby and the PCs decided to close them, but found that they were illusions. However, a third portal opened after, and Ilarris teleported out of her hiding place and quickly entered the portal. Clarence acted quite fast and used his sword Callador for closing this third, real portal, thus preventing more cultists from crossing.
  • Into the First World: Redfang then urged the PCs to go after Ilarris, since she knew where Miliani was in the First World plane. They agreed and then they called Longdreamer (a star monarch moth that is a servant of Desna) to help them re-open the portal. When they all crossed, they found themselves in the canopy of a huge jungle where the leaves were several feet in diameter and hard as wood, while seeing floating pyramid-like structures in the distance. When they turned back, they saw some floating jelly-fish like creatures roaming the skies and making pipe-organ-like sounds. Their journey for Miliani continued.
Mysteries and Loose Ends (some more important than others)

Nothing for now.

Awards

XP:
3,400 to Clarence, Drullkar, Gorim, and Remiliano.

Misc:
The swashbuckling cards that Clarence received were determined in this session:
Clarence: #27 (“Crush Your Enemies…”), #3 (“Riposte”)

GM Commentaries

Most of the session was the remainder of a long combat versus the Dominion. While I could have skipped several events, I ran them anyway as it was crucial for every round to be accounted for, due to the events of the portals being opened.
The players, as always, made good decisions.

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The Doom That Came to Iadenveigh (Part I)
Session 43-44 (August/8/2018, August/15/2018)


In-Game Date: 4711, Arodus 25 to Arodus 31
(Note: on a similar day of Arodus 25 in 4708, the Korvosan Crisis began).

Things Done

The PCs received two conflicting pleas of help from the town of Iadenveigh. They traveled there to see what was that about and also to try to get Iadenveigh’s help in the war. They found the town besieged by the Dominion of the Black and heard each version of the conflict from both factions (Iadenveigh and the Dominion). Both factions also asked for the PCs’ help in ending the conflict (by violent means), but they eventually sided with Iadenveigh and attempted to trick the Dominion, particularly their supervisor here, a woman named Ilarris. The PCs split and traveled with each faction to the nearby Echo Woods were a clash began and the PCs ambushed Ilarris and the Dominion and sided definitely with Iadenveigh.

Events
  • Conflicting Pleas: One evening, the Torch Bearers received a letter signed by a woman named Ilarris and with her fingerprint, telling them to travel to the forest town of Iadenveigh to help her with something. The letter said that Ilarris and her group wanted something belonging to someone in Iadenveigh, and they asked politely and even wanted to negotiate, but the people of Iadenveigh started hostilities towards Illarris’ group. Since the sought item was of much importance to Numeria, Ilarris had no choice but to lay a siege on the town until they give up and handle the item. They wanted the PCs for help in retrieving such item.
    Then the next day, a messenger arrived from Iadenveigh, sent by the leader of the town’s guard, Redfang, to seek help from Torch. They explained the situation of the siege done by Ilarris’ group, but blamed them for the hostilities. Redfang and his warriors wanted the PCs for help in defending the town and the item that Ilarris sought.
    So with these two conflicting please, the Torch Bearers traveled to Iadenveigh to find which one was true and to take a side.
  • The Siege of Iadenveigh: The PCs arrive to Iadenveigh five days later, at night and under dense clouds of thunderstorms, and they found a big group of cultists camping around the town’s wooden gates and walls. It was Ilarris’ group. The guards of Iadenveigh held vigilant atop the walls. The PCs decided first to pay a visit to Ilarris and sort things out.
  • Ilarris’ Proposal: A varisian woman named Illaris was the leader of the group of cultists camping outside of Iadenveigh and making a blockade around it. They identified themselves as the Dominion of the Black: an ancient intergalactic organization that recently came to Golarion, for reasons not totally clear but that seem to do with the crashed starships. Illaris explained that they possess a device from Silver Mount, that could hold a lot of information on such place and the starships, but the device is locked and there is a person in Iadenveigh who has the key. Since the town didn’t want to cooperate with these cultists, Illaris made the blockade to force them to handle out the key or the owner. She then asked the PCs to help her go to the nearby Echo Woods since she heard that the person could be there. She also needed to open a portal.
  • Redfang’s Proposal: Not wanting to commit to one side yet, the Torch Bearers sneaked into Iadenveigh to hear the story’s version from the leader of the town guard, Redfang. He explained things similar to what Ilarris told, but he put the blame on the cultists for initiating hostilities from the beginning and being cruel about it. Redfang wanted the PCs to protect Miliani, an old female elven druid who possessed such key that the cultists wanted. Redfang knew that Miliani escaped to the nearby Echo Woods, but feared that the cultists were going there to apprehend her.
  • Final Decision: With these two accounts, the Torch Bearers discovered that there was a stalemate between these two groups since two weeks ago, and that they were making parallel actions and advancements, learning from each other’s moves and trying to stay ahead of each. Both groups also sought a supposed portal that Miliani could have used to flee somewhere. In the end, the PCs sided with Redfang but decided to maintain a ruse and “work” with Ilarris in order to spy on her as long as possible.
  • Battle at the Echo Woods: The PCs split up between the two factions and they all went together to the Echo Woods to capture/defend Miliani. They arrived to a place in the forest under heavy darkness, rain, and lighting (one bolt nearly destroyed Gorim‘s robot companion), and found a first wave of cultist and guards already fighting. They sneaked further until Remiliano suddenly betrayed Ilarris. But she was able to avoid the attack and retaliated with potent magic that confused three of the Torch Bearers. A long battle commenced where many guards and cultists died, but luck didn’t favor much the PCs as they tried to fight the powerful cultists. At the end of the session, Illaris fled deeper in the forest and the PCs continued helping the guards destroy the cultists and seek the portal.
Mysteries and Loose Ends (some more important than others)

1. What is exactly the Dominion of the Black and why they came here to Golarion and Iadenveigh? Why there was a centuries-old hologram in the Blacksun starship that mentioned the Dominion? What link is there between this ancient organization and the crashed starships?
2. Who is Miliani and to where she went? Why she has the key to an artifact that the Dominion seeks? Does she has a link to the crashed starships?
3. What is the device that the Dominion possesses and that originally came from Silver Mount? What things could it reveal?

Awards

XP:
2,040 XP to Remiliano since he was present fulltime during the two sessions. 1,440 XP to Gorim since he was present fulltime in the second session. 1,320 XP to Clarence and Ezekiel because they both were present for the first session but not the second (although their PCs were used). 1,680 XP to Drullkar because he was present for the first session but played half-time in the second.

Misc:_
+1 replenished Conviction for Remiliano for good role-play during these sessions.

The PCs were visited again by Zellara, and this time she distributed more magical cards from her deck and reminded them to help her in her mission for Pharasma. The swashbuckling cards they got were:
Remiliano: #32 (“Raaaaagghh!!!!!!”), #16 (“Don’t Look Now, But…”)
Gorim: #51 (“This is extract of… llama!”), #55 (“That is no trinket”)
Drullkar: #26 (“Steel isn’t strong, boy. Flesh is stronger.”), #43 (“Leopold!”)

GM Commentaries

Two sessions with intensive role-play as the PCs sought to untangle the mess of the conflicting pleas (Remiliano’s player did an amazing job here). Then followed a complex combat where weather conditions imposed quite the challenge. Unfortunately for the PCs, their rolls were not the best and they sustained significant damage and confusion effects. Yet they were able to see that the Dominion of the Black is powerful.
Also, a new player joined us, managing a new PC named Drullkar.

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Tribal Drums of War
Session 42 (July/11/2018)


In-Game Date: 4711, Erastus 7 to Erastus 23

Things Done

Having recovered from the battle of defending Torch against Starfall forces, the PCs went to the lands of the Black Horses and Ghost Wolves kellid tribes to see if they could get their help in the war. They had to convince their chieftains through several trials and in the end, they returned to Torch with more forces.

Events
  • The Black Horse Conundrum: Shortly after repealing the invasion from Starfall, councilor Dolga told the Torch Bearers that they should travel to the tribal lands of the Black Horses kellid tribe to seek their cooperation in the war, since the Black Horses expressed interest. They went there and found a small rudimentary outpost where technology needed to be checked and left outside of town. Then they had an audience with Kragreth-Kol and learned that he is the cousin of Keltus-Kant, whom he despises, and wants to sit in the throne of Starfall. The chieftain Kragreth-Kol pledged his cavalry to Torch but with the condition that he be granted the throne when the war concludes. The Torch Bearers pretended to agree. Kragreth-Kol then showed a little surprise for the war: he has been amassing a small contingent of vexgit gremlins who are capable of dismantling some technology. But there was problem: the chieftain could not convince the gremlins to march to Starfall. The PCs handled this problem and Clarence convinced the gremlins to join the war with illusions and his knowledge of Undercommon.
  • Trials of the Ghost Wolves: After the battle with Starfall’s forces, some scouts of the Ghost Wolves tribe invited the Torch Bearers to their lands so they could talk about war and alliances. The PCs traveled there and were received by fearsome warriors of the Ghost Wolves, who took them to Xol-Nomag, the even-more-fearsome female chieftain of the tribe. She acknowledged the Torch Bearers’ achievements and bravery (particularly after the Ghost Wolves witnessed their fights with the Technic League caravan and Starfall’s small army). But as tradition dictated, the PCs needed to show their capabilities in front of the tribe.
    So the kellid barbarians arranged several trials for each Torch Bearer:
    • Gorim undertook a trial of archery and won by a far margin of points.
    • Clarence had a magic duel with a tribesman and also won by a big margin.
    • Remiliano went into a chess match with an old tribesman and was able to win.
    • Daemer participated in race of balance and agility and won.
    • Gorim participated in a melee combat duel with wooden swords, but lost overwhelmingly against the Ghost Wolf champion Kotor.
      With these trials accomplished, the Ghost Wolves pledged their support in the war against Starfall, and Xol-Nomag expressed her determined and hard sentiment towards the Technic League.
  • Long Downtime Begins: The Torch Bearers went back to Torch to spend weeks doing more preparations for the war against Starfall. During the long downtime that followed, more and more units arrived, including a small unit of salvaged robots that was sent by Samrak, along with a yellow memory facet.
Mysteries and Loose Ends (some more important than others)

Nothing new at the moment.

Awards

XP:
1,000 XP were granted to Clarence, Gorim, and Remiliano.

Treasure:
Yellow memory facet.

GM Commentaries

This was a session that broke the usual pattern of combat or role-playing, for it consisted mostly of fun mini-games. A session fit for concluding the second story-arc of this campaign. I also really enjoyed Clarence’s role-play with the vexgit gremlins and thought that his use of illusions was clever, as always.

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The Defense of Torch
Session 40-41 (June/20/2018, June/27/2018)


In-Game Date: 4711, Sarenith 23 to Erastus 7

Things Done

A small downtime of nearly 10 days came and the PCs attended personal matters. In it, they received very important news from Zellara regarding the origin of Hellion’s magic. Then they were ambushed by Red Mantis assassins sent from Starfall. Daemer also had to fight a bounty hunter who was sent after him.
After this downtime, a small army came all the way from Starfall to put a stop on the nascent rebellion occurring in Torch. Tactical warfare ensued and the PCs defeated the small army with their own units that they have been recruiting and training for some time.

Events
  • More Mysteries About Hellion: Zellara appeared after a long time gone. She stated that Pharasma revealed to her the nature of Hellion‘s magic after the Torch Bearers captured a portion of it. The magic turned out to be divine in essence. A strange thing, since Hellion didn’t figure as a true deity or demigod. According to Zellara, we was more like a mysterious entity, made of electrical impulses without a traditional body. But there was more. Pharasma analyzed the sample and found that it had the same “imprint” as the dead god Aroden‘s magic. So, Hellion’s divine magic is the same as Aroden’s. How Hellion managed to get such magic is unknown.
    Zellara explained more who Aroden was and then asked the PCs an important favor. As Saruk once said: “I only know that Hellion once spoke about his father being in Silver Mount. And also that he could get even more divinity within Silver Mount, to rule the world, just like his father taught him”. It is possible for more of Aroden’s magic to be within Silver Mount. Zellara mentioned, in the name of Pharasma, that if the PCs have a chance to enter Silver Mount, they should search for any fragment of Aroden’s essence. If they find it, they should use the Harrow Deck to contain the magic and Zellara will appear to take it from there. The Torch Bearers would literally be saving the world because of this. So they agreed although still somewhat puzzled as to what all of this could mean.
  • The Red Mantis Strike Again: One afternoon as the sun was about to set and the Torch Bearers patrolled the streets of Torch, a group of three Red Mantis assassins appeared to kill them. They fought from roofs and some closed-in towards the PCs. Then an elven woman appeared and called Daemer by full name, claiming to be a distant relative and to know more of his family. She called Daemer to follow her trough an alleyway where they could flank the Red Mantises. But Daemer was suspicious and didn’t follow, so the woman approached and stabbed him. The woman kept attacking Daemer, even casting darkness to gain advantage in the alleys, until Daemer was near death. But the rest of the PCs helped Daemer after they killed the other Red Mantises. One of them was interrogated and he confirmed to be sent by Starfall and also told that he didn’t know the elven woman.
    Daemer, on the other hand, found a note in the woman’s body that read: “You won’t find Daemer in Torch for the next days. He just left for Hajoth Hakados, accompanied by four more. Though he will probably return to Torch afterwards. Send my next payment to Torch’s Boarding House.” Daemer decided to investigate this.
  • The War: During the day of Erastus 6, a group of hunters arrived to Torch to warn about an incoming small army, a couple of hours away from Torch. In their own words, there were like 100 persons, possibly 200, and they were bringing catapults and metal men. The military leaders of Torch, the Torch Bearers, assembled the militia (and other units sent from Scrapwall) that they have been training for many weeks. They also hid some civilians in the underground Nebula starship and evacuated others. And then the clash commenced.
    Enemy catapults launched boulders against Torch’s walls and commander Daemer attempted to destroy them with Torch’s own catapults, but directing catapults were not his forte. The northern walls were breached and enemy units poured in, bent on raiding and destroying Torch. Ratfolk trappers commanded by Clarence put traps in several places while Torch’s militia commanded by Daemer kept hammering the enemy.
    Unfortunately, Torch’s Guildhouse was destroyed as gearsmen units trashed the place and enemy catapults rained several boulders on the Guildhouse. Meanwhile, on the western Riverside district of Torch, Steel Hawk ambushers commanded by Gorim stopped the Starfall mercenaries pouring in before they could wreck Torch’s Garrison. In the end, the remaining forces of Starfall went south to destroy the Town Hall, and they almost did, but Torch’s remaining units managed to vanquish the remaining gearsmen and technomages. The battle was over and war with Starfall official began.
  • Praise by the Ghost Wolves!: A group of Ghost Wolves scout was traveling the area, following the marching Starfall army from afar, and thus witnessed the battle. When Torch was victorious, these scouts shouted from outside the town’s wall, in Hallit: “Good battle. Great victory! If you want an alliance with us, send your best warriors to our lands”. And they walked away.
  • A Final Interrogation: The Torch Bearers interrogated a few captured soldiers and learned that the small army was sent from Starfall to quell any rebellious forces in Torch, destroy key places that would weaken the town, and re-establish the fear of Starfall. They also told more of Silver Mount: how the area was an adventuring place were many went missing before the Technic League banned access to the place except for their own expeditions.
Mysteries and Loose Ends (some more important than others)

1. What could mean what Zellara said regarding Hellion or Aroden? Could it be possible that when Aroden died, he left some of his magic in the world, which Hellion somehow captured? How this happened? Could there be more of this divine essence in Silver Mount?

Awards

XP:
For session 40, 2,200 xp were granted to Clarence, Daemer, Gorim, and Remiliano. For session 41, 3,000 were given to Clarence and Gorim and 2,250 was given to Daemer because he had to leave amid session.

Treasure:
Useful loot that they got from the Red Mantises and the elf assassin: keen vicious falcata, +1 enhanced studded leather armor, potion of Cure Wounds + 8 (4d6 + 8), +1 enhanced studded leather armor with mask of the mantis, (x2) studded leather armor with mask of the mantis.

GM Commentaries

The first session was a varied one, not so intense, which combined role-play, combat, and some tactical warfare in the form of a minigame. As always, these kind of sessions offer a calmer pace after intense sessions like those two of ambushing the convoy.
The second session continued the wargame and was a test-run of the tactical warfare game that we will run when the PCs invade Starfall.

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The Grandiose Ambush of a Technic League Convoy
Session 38-39 (May/30/2018, June/6/2018)


In-Game Date: 4711, Sarenith 23 to Erastus 6

Things Done

Preparations for ambushing a Technic League convoy were continued. Then the PCs attacked the convoy in a brutal and grand battle, resulting in victory and returning to Torch with plenty of money for their war against Starfall.

Events
  • Preparations: The Torch Bearers continued their plan for attacking a Technic League convoy. They planned certain actions, advantages, and bought some items. Then they departed to the area where the caravan was supposed to pass. They saw some scouts ahead, detecting ambushers, but they hid thanks to magic (Clarence used invisibility plus illusions to mask their scent against dogs). Without these scouts finding them, the PCs had a much better chance to ambush the convoy in a suitable spot.
  • The Battle Commences: They spotted the Technic League convoy coming near a stream and surprise-attacked them while they were crossing the stream, rendering their wagons stuck in it and making the League agents slow to reach the PCs. With a combination of magic, ranged attacks, and magic items, they dealt considerable damage. For the next minutes, attacks were exchanged; the convoy using laser pistols and grenades. The Torch Bearers managed to kill several agents and destroyed some gearsmen.
    Meanwhile, the PCs spotted a band of Ghost Wolves barbarians with their dire wolf atop a nearby hill, observing the combat, their purpose unknown.
  • The Challenge Rises: Fearing for their lives, the convoy upped up the ante. They were transporting a chimera pet and guardian inside one wagon, so they let it out to attack. Also, the convoy leader, lieutenant Zaitev, took out a rocket launcher and fired one at the PCs. The blast was serious and Clarence almost died again. The situation got really dire for the Torch Bearers.
  • Overturning the Odds: But the PCs overturned the odds thanks to their careful planning, for they had hid two charges of cylex near the stream. Clarence used his telekinesis to get one charge closer to the convoy… and Remiliano detonated it. The blast was so immense that it blew two wagons, killed several agents and gearsmen, and Remiliano blew up more horses! The chimera and the remaining robots were destroyed. Zaitev launched another rocket at the PCs and this prompted them to use Clarence’s magic to teleport to Zaitev and beat him dead.
  • A Tornado!: But not all danger was gone. While fighting Zaitev, a tornado formed nearby and headed towards the caravan! They hurried up in destroying Zaitev and gathering the wagons to drive them fast out of the tornado’s path. But Remiliano miraculously conjured a smaller lesser tornado and clashed it against the big one, debilitating the latter and changing its course. Such a great feat of might bought them more time and more victory.
  • The Ghost Wolves Pursue: The last problem came when the nearby Ghost Wolves decided to pursue the convoy, now in the hands of the Torch Bearers, apparently to raid it. But the drivers that the PCs hired managed to outrun the Ghost Wolves and thus they headed towards Torch. Capturing the convoy wasn’t easy, but they managed it, and now the PCs have a better chance of striking at Starfall and changing the politics of Numeria.
Mysteries and Loose Ends (some more important than others)

Nothing new at the moment.

Awards

XP:
This intense adventure netted the PCs these experience points: 5,000 to Daemer, Gorim, and Remiliano. 4,200 to Clarence (he missed the session 38 but his character was used so he got 50% out of it). 3,800 to Ezekiel because he was only present during half of the session on both sessions (so, 75% each).

Treasure:
Some special items that they got from the caravan were: Cardioamp, Trauma Pack, Inferno Grenade, Signal Booster, Commset, Nanite Canister x3, Battery x10, veemod goggles (white), amulet of health +1, timeworn stun gun.
The rest of mundane items were given to the units of their growing army.
Also, gold and jewelry stolen from the caravan are going to be used for the war efforts.
Finally, I discounted money from items bought (potions, feather tokens, etc) and discounted the cylex too.

GM Commentaries

These were two rather-intense sessions; this recap doesn’t do any justice to the adventure. I wasn’t pulling any punches. Yet with your preparations and ideas, you were able to defeat what could be the second-most harder adventure so far (the first could be all the fight against Hellion and his minions).
So yeah, the sessions were awesome. And the way you defeated the tornado was the most insane manner I could have imagined.

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From Demons to Unwelcome Visitors
Session 37 (May/23/2018)


In-Game Date: 4711, Sarenith 18 to Sarenith 23

Things Done

Having successfully defended Castle Urion, the PCs negotiated some things with Caroliss, discovered new mysteries, and then departed to Torch to find that Technic League tax collectors came to town. The PCs fought them in an open and hostile declaration of war. Then they investigated some intel that a League convoy was going to pass nearby soon and planned to ambush it.

Events
  • Aftermath of the Demonic Invasion of Castle Urion: After the blood pool ritual components were destroyed and Clarence began closing the portals, the knights eliminated the remaining demons. Everyone in the castle regrouped to count casualties, tend the wounded, burn demon corpses, etc. Messengers were quickly dispatched to Mendev to warn of this demon incursion. The Torch Bearers then learned a lot of information from an interrogation of the captured spy and a private audience with Caroliss.
  • Interrogation of the League Spy: The Torch Bearers and Osric (on behalf of Caroliss), interrogated the Technic League spy in a castle tower. After manipulative interactions (where Osric tossed the ball of negotiating to the PCs), they learned that the Technic League suspects that the Urion knights are hiding a technological artifact in their castle and the spy was searching it. Nothing else was learned from the spy and as soon as Osric debriefed the information to Caroliss, she ordered for the man to be imprisoned in the castle (even when the PCs promised him freedom; but Caroliss was the real authority there).
  • Audience with Caroliss: Then the commander of the knights summoned the PCs to her office where she asked for total transparency regarding the PCs’ plans. In exchange, she pledged Sarenite troops to their cause (the knights themselves couldn’t join the war because of a neutrality oath sworn and their mission against the demons). But she also made a request: that if the PCs ever went to Silver Mount, that they search for an item called a ‘Godar backup’ that the knights need. Sensing some confusion, Caroliss unveiled a big surprise.
  • The Godar Device: Caroliss, with Portia and Augustus, took the Torch Bearers to the castle dungeon where she showed a spherical device that when activated, conjured a holographic projection of a face. Named Godar, the device could speak for itself and thus it and the knights gave a lot of information:
    • The knights of Urion managed to find such secret device three years ago when they were exploring the area south of the Scar of the Spider. They named it the “warp-plotter”, an eight-inches-diameter sphere of glaucite and horacalcum with grooves filled with violet light. The device displayed a holographic face and began to speak with them. Via magic and skill, the knights learned its Androffan language and managed to know a lot more of the device.
    • Turns out that the “warp-plotter” device has a simple AI called Godar who describes itself as a ‘wormhole navigational scanner’. Godar was in charge of aiding in plotting the wormholes created by the starship Divinity’s engines, before this starship crashed into Numeria and became the so-called Silver Mount. The knights of Urion studied it and now want to re-purpose it for tracking in advance dimensional anomalies caused by demonic teleportation. The scanner currently has a range of only a few hundred feet because it is slightly damaged, but if fully repaired, it can track teleporting creatures and objects across hundreds of miles. The device let the knights know that it needed something called a ‘Godar backup’ and that is what Caroliss asked the PCs to retrieve if they ever went to Silver Mount.
    • However, there is more. The device and Godar once were linked to another device called the Divinity Drive (located inside the Divinity starship) and, to some extent, Unity – which Godar disclosed to be a superior artificial intelligence. When the Divinity starship crashed, Godar sensed a source of energy underground that it never sensed before, but resembled the substrate of dimensions. Godar also sensed that its superior, Unity, changed dramatically in terms of “nature”. Unity was no longer code and energy but also held something which Unity later called “divine magic”.
    • Godar couldn’t remain longer in the Divinity, for when a female android fled the starship, one of the devices she brought with her was the sphere with Godar inside. She traveled with the device but she later gave the sphere to a robot companion she managed to reprogram. The robot took the device south, on a journey to Absalom, but was destroyed somewhere north of Castle Urion, before the knights discovered it.
  • Clarence’s Sentient Sword: The Godar device and limited AI also said something remarkable: that it detected, inside the room with the PCs and the knights, “low levels of the unknown energy detected before in the Divinity”. It said this while pointing a light towards Clarence. Portia and Augustus strongly suspected something and decided to explain more to Clarence, although Caroliss reminded them that what they were about to speak is taboo.
    On one hand, according to Godar, when the Divinity (Silver Mount) starship crashed, Godar sensed a source of energy underground that it never sensed before, but resembled the ‘substrate of dimensions’. Godar also sensed that its superior, an artificial intelligence known as Unity, changed dramatically in terms of “nature”. Unity was no longer code and energy but also held something which Unity later called “divine magic”. On the other hand, Augustus told more about his studies and concluded that Clarence’s sword (sentient too, according to Clarence) was dipped with Arazni’s blood in the 39th century (when Knights of Ozem went to Geb) and Godar detected an “unknown energy”, which could possibly be energy belonging to Arazni or Aroden himself. And Godar detected that same energy found underground in the Divinity. This led these knights to think that there are more fragments of this energy, or “divine magic” as Unity called it, and it could be possible that these energies are actually fragments of Aroden’s energy. Portia and Augustus then explained who they really are: they are a rogue group of Iomedaen knights now secretly called the “Omen Seekers”, who are traveling Numeria to prove the theory that Aroden could have left fragments of his essence scattered all over the world. Clarence’s sword, its energy, and the same energy found in the Divinity could be an indication of it.
    Finally, after all this long explanation, the Knights of Omen asked Clarence to seek within the Divinity if there is more of that energy and try to retrieve it for them. They also told Clarence they could join the knights after that mission. As a token of gratitude for everything, Augustus held a religious ceremony in the name of Aroden to ‘unlock’ the potential of Clarence’s sentient sword, imbued with the essence of either Arazni or Aroden. This was successful and now his sword has more power.
  • Back to Torch: With all the business concluded in Castle Urion, the PCs teleported back to Torch to continue their war efforts. The town council told them that they learned some intel that a Technic League convoy was probably going to pass near Torch in the coming days.
  • Warm Welcome to the Tax Collectors: Hours later, a few citizens of Torch alerted the Torch Bearers that several task collectors from Starfall were about to reach Torch to demand their taxes. The Torch Bearers were not going to allow this and, as military leaders of the town, decided that it was time to openly declare war to the Technic League. So they setup an ambush in the town’s market, killing a few tax collectors and capturing others including two gearsmen. As usual, an interrogation followed.
  • Scouting for Another Ambush: The Torch Bearers, having learned of an incoming Technic League convoy passing near Torch, decided to scout the likely route for a good place to setup an ambush. They also did some alterations to the surrounding landscape to facilitate the ambush.
Mysteries and Loose Ends (some more important than others)

1. So many revelations! To begin with, what is the ‘Divinity Drive’ device to which Godar was linked and is aboard the Divinity starship (also known as Silver Mount)?
2. What was the strange energy that Godar detected underground when the Divinity starship crashed into Numeria?
3. What is the strange energy that Godar detected in Clarence?
4. Who was the android that fled Divinity (Silver Mount) with the Godar device?

Awards

XP:
1,400 xp to Daemer, Gorim, and Remiliano. 700 xp to Ezekiel. An extra 200 xp to Remiliano for good role-play with Caroliss.

Treasure:

  • Caroliss gave 3,000 gp to Gorim and Remiliano.
  • Clarence got a special reward for his sword.
  • The captured Technic League agents that came to Torch had this significant gear: timeworn laser pistol (5,000 gp), 10 silverdisks

Misc
The Torch Bearers also earned 35 more ‘build points’ to use towards their war efforts. With them, they can build more units, fortify Torch, and more.

GM Commentaries

This was one of those ‘small sessions’ that often follow an intense adventure. The session started with role-play and interactions with NPCs (Remiliano’s player did a good job at role-playing). Several revelations and further mysteries were found. Then I threw a bit of combat to spice things up. Overall, satisfied with the session.

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The Demonic Invasion of Castle Urion (Part II)
Session 36 (May/16/2018)


In-Game Date: 4711, Sarenith 18

Things Done

The battle against the demons went more intense as the Urion knights and the PCs held back the line and fought back, with a glabrezu captain appearing to instill more chaos and fear. Meanwhile, Clarence kept chasing the suspected Technic League spy and disabled him. Then the PCs discovered that the portals used by the demons to enter the Castle were opened by a series of ritual components placed all over the castle. They had to search for three remaining ritual places and deactivate them.

Events
  • Fallen Cultist Interrogated: The castle commander Caroliss ordered for anyone to fetch the cultist who fell from the griffon, in order to interrogate him. The cultist told that he sided with a demon-worshiping cult since he chose the strongest side to win the Mendevian crusades. But because he felt a bit of empathy towards the knights, he disclosed that he and his comrade placed several blood pools used for rituals all over the castle that would trigger portals in intervals, and the demons could circumvent the castle’s magical wards and teleport. Then the cultist killed himself.
  • Fighting Back the Demonic Invasion: As the battle raged on, more demons appeared including the leader of this invasion, a fearsome glabrezu. Caroliss, Osric, Portia, and the PCs fought them in a bloody battle where Caroliss almost lost her life. In the end, the glabrezu was killed by their combined efforts and Marlow Bramblefoot finished the glabrezu. But another portal also opened outside the castle to the east with more demons appearing.
  • Clarence and the Technic League Spy: Meanwhile, Clarence chased the suspected Technic League spy through the castle corridors, until Clarence cornered him and the two fought, with Clarence winning with magic and knocking him unconscious. With this finished, Clarence joined the counterattack against the demons.
  • Dispelling the Portals: As most of the knights and Gorim fought the demons, Remiliano departed to seek the hidden ritual components that opened demon portals. He first found one blood pool in a stable and, failing to deactivate the ritual, he decided to disturb and destroy the ritual. This unleashed a magical backlash that killed two horses, including Gorim’s horse! Then, Remiliano told Ezekiel to seek another portal in a chapel. Unable to find it, Ezekiel overturned the entire chapel’s furniture until the hidden blood pool was destroyed and exploded.
    Remiliano learned of the last remaining ritual blood pool from some servants, and it was located in the western granary and chicken coop. Sensing that it was about to activate a portal, Remiliano ran towards it and cast an electrical blast inside the building that destroyed the last ritual pool. However, he didn’t dare to enter the place, for he knew he just made a chicken massacre.
    Finally, Clarence arrived to the courtyard and saw the portal that was still opened in the air, 100 feet from the ground. Sensing an urge coming from his sword, and remembering the words that Osric told him, he tried to use his sword to close the portal. So he cast telekinesis and lifted the sword in the air towards the portal. Then he concentrated his magic on the sword and the portal, and it closed! The Torch Bearers and the knights were ready to close all the remaining portals.
Mysteries and Loose Ends (some more important than others)

1. Why there was a Technic League spy in the Castle?

Awards

XP:
2,800 xp to Clarence, Gorim, and Remiliano. An extra 200 xp goes to Clarence for being creative when closing the portal in the air. An extra +2 xp goes to Remiliano for the two horses he accidentally killed, and +1 xp for all the chickens that he accidentally killed (don’t ask).

Misc
+1 replenished Conviction to Clarence, Gorim, and Remiliano, because this was such a good and challenging session that you all managed very well.

GM Commentaries

Another great session. The combat was intense but mostly because of the urgency and rush of having to find all portal-opening ritual components before they activated more portals. Every player did a great job!

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The Demonic Invasion of Castle Urion (Part I)
Session 35 (May/9/2018)


In-Game Date: 4711, Desnus 31 to Sarenith 18

Things Done

The Torch Bearers continued their ascension up the underground deep well in Chesed, being pursued by macabre kytons bent on kidnapping them. Through cooperation, they managed to escape such dungeon with Velesk alive, who pledged support in the PCs’ war against the Technic League. With this mission completed, the PCs journeyed towards Castle Urion to see how they could help in the war. But after an afternoon of introductions and talks, the PCs were caught in the middle of a demonic invasion of the castle.

Events
  • Climbing to Safety: The Torch Bearers kept rappelling up the deep well under Chesed to escape the kyton jailers who wanted to kidnap them and the prisoners they rescued. Through well-done climbing attempts, cooperation, attacks towards the kytons, and the useful teleportation magic of Clarence, they safely reached the top with Velesk (except Daemer, who fell all the way down to the bottom water). Unfortunately, the prisoners Proktur and Carpio were kidnapped too to the Plane of Shadows, probably to be tortured until they too become kytons. After all the rest climbed to safety, the kytons vanished. The PCs and Velesk were able to exit the dungeon.
  • Pledge of Allegiance: Velesk, still scared and shocked from the encounter with the kytons, lamented the loss of his fellow prisoners but vowed with even more strength to eliminate the Technic League. He went to his old shop and house to gather his supplies, and then told the Torch Bearers that he was going to contact and assemble his old comrades (rebels in Chesed) to join the PCs’ army in Torch. But he also said that he was not going to stay in Chesed. The PCs thus decided to offer a safe haven for him in Scrapwall, in the hands of Redtooth, now that Scrapwall was safer thanks to the PCs’ efforts.
  • Back to Torch: The Torch Bearers departed Chesed to deliver Velesk to Redtooth and then they continued to Torch. There, they attended some personal matters and war efforts.
  • Journey to Castle Urion: For a long time, Clarence has been curious about what a Urion crusader named Osric told him about his sword and about visiting Castle Urion to learn more. For this reason, and to search how the Urion knights could help in their war, the Torch Bearers made a journey to Castle Urion in the southwest of Numeria. The trip took nine days during which they passed near the Dagger River, the Gorum Pots (geysers and hot pools), the Marstol farming village, and the site of the Rosewar. They reached the Castle but discovered that they were not welcomed.
  • Castle of Paranoid Knights: The PCs found that the Urion knights were not accepting visitors and were turning them away. Osric eventually spotted Clarence and let him and his companions inside. Then they were introduced to Caroliss Mineran, the leader of the knights, who exchanged some introductory words and invited them to a banquet that evening.
    Osric took them to the chapel to pray for Iomedae and revealed that the knights are paranoid because they suspect that the Technic League and/or demon cultists have infiltrated them. The PCs learned more of the situation and then were taken to some guests quarters.
  • The Banquet: At night, the Torch Bearers went to a banquet in the Castle, where they saw different personalities: crusaders and recruits, sarenites, Osric, Portia (leader of a group of knights of Ozem), and even Marlow Bramblefoot (who was securing contracts with the knights). They were all discussing recent problems in Mendev. Osric presented a man named Augustus to Clarence, who examined his sword and saw that it belonged to the knights of Ozem, but from the 39th century! (the present century is 48th). Also, the Torch Bearers tried to spot any possible spy in the banquet and got highly suspicious of a crusader who might be a Technic League agent.
  • The Demonic Invasion Begins: Just when they were going to confront the possible spy, some knight burst into the dining hall to announce that demons appeared to the north. Caroliss saw them through a window and immediately ordered everyone to take arms and defend the Castle. Knights and Lucky Bastards mercenaries went outside armed as Caroliss kept rallying troops.
    Then two men (demon cultists) appeared in the courtyard, mounted on a griffon, but one of them was shot and fell. The other used a ritual to open a portal in the air, and more demons appeared in the courtyard near the PCs. An intense battle was imminent.
Mysteries and Loose Ends (some more important than others)

1. Again, what relation could the kytons have (if any) with the Technic League or the whole plot so far?
2. What is really going on in Castle Urion?
3. So, Clarence’s sword belonged to the Knights of Ozem from the 39th century. What else could be learned of it?

Awards

XP:
820 xp to Clarence, Daemer, Gorim, and Remiliano. Ezekiel played half the session so he gets 615 XP.

Treasure
Velesk gave some treasure to the PCs as further gestures of gratitude for saving his life:

  • Javelin of Lightning (1500 gp)
  • Potion of Cure Sickness (900 gp)
  • Potion of Haste (600 gp)
  • Scroll of Teleport (1600 gp).
GM Commentaries

This was another good session with a good dose of intense moments, combat, and roleplaying. It was also nice to revisit Scrapwall. Keep up the good work, players!

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