Nieda-Harsas Bureau of Tourism

Session 1 - Operation Bughouse
The PCs arrive and do a little cleaning.

Jorma starts the game prone on a pier, bound and gagged by a bounty hunter who had mistaken him for a halfling thief from further down the river. After the town marshal clears up the mistaken identity, the bounty hunter, Jet Fango, grudgingly lets him loose.

Blizzacane Stormshard gets off the boat, excited to be in a new place.

Lindwell Sam’ej Dio, Esq. has been around for a while and is surveying a site for his prospective academy when Jorma, followed by the curious Blizzacane, accosted him. Jorma finagled his way into Lindwell’s plans, and together they spoke to the mayor concerning their advancement. While Mayor Branson was not entirely supportive, he did give the boys a job – clearing monstrous beetles out of important farmland.

Ewald Osmund escorted the party to his farm, and gave them a general direction for where to find the beetles. After removing the beetles in his field, the party searched the woods for more, finding several nests, including one with a more powerful beetle (and a load of cash). Following their success, farmer Osmund provided a meal of boiled turnips and water. Refreshed, the boys returned to town to collect their reward.

Mayor Branson was pleased that they’d managed to eliminate a threat to the town’s food supply, and paid them what he could spare. He informed them of another job, a bandit hunt, and he and Jorma started inconclusive negotiations. After accepting the mayor’s tourist brochures, the PCs left to explore the town. Jorma found a lot of ale and a pretty girl. Blizzacane found bells and religious longing. Lindwell found only inconclusive negotiations and a directive better given an architect or a submarine miner.

After a full day of fighting and exploring their new home, the PCs retired for the night, content in the knowledge that adventure and fortune awaited.

494 XP each
Potion of Healing
210 gp

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Session 2 - Operation Technical Difficulties
Problems with technology plague a crawl through a dungeon.

Jorma found himself in a sticky situation, tied up and menaced by an angry, armed Sister Zamada. He didn’t seem to understand exactly how this church of Erathis worked, and Sister Zamada’s explanations only muddled his thinking even more. The good sister eventually kicked him out, whereupon he vowed to become a member of the church (a bit fuzzy on the how) and wandered off to find his comrades (or at least the bar).

After the party found each other, they consulted Mayor Branson about the bandit problem that plagues the area. Marshal Daguerre provided some background information, but dedicated investigation by the party uncovered a nest of bandits based in the rocky swamps of Nissus Point. The bandits had been engaged in forcing out the rightful tenants of the area in order to secure an unobserved base for themselves.

The group set out to investigate or exterminate these bandits, traveling south to the crossing at Derwent’s Bridge and then back north to Nissus Point along the old trade road. Careful maneuvering through the swamps around the location of interest kept the party hidden until they were fairly close. The bandits defended their camp with great vigor, however, and a lone archer escaped to warn whosoever might control them.

The party found a shaft leading down into a man-made cave system under a tarp at the campsite. The first room contained empty crates, indicating that the bandits intended to carry out something that they expected to find in the caves. The bandits in the caves defended themselves with vigor against the interlopers, but were ultimately defeated, yielding treasure and a prisoner. The party ended at a door which had been reinforced – possibly to keep something in. Our boys rested themselves so as to be in good shape for the journey ahead.

420 XP each (914 total XP)
Lightning Longsword +1 (awarded to Blizzacane)
Burglar’s Gloves (awarded to Jorma)
400 sp

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Session 3 - Operation There's Always Room for Jell-o
In which the PCs learn what happens when a snack bites back.

After resting in the cavern, Jorma dreamed of being restrained. Turns out it wasn’t a dream; Peter Petrov has a habit of sleeptying.

After waking and releasing Jorma, the party decided to break through the last known door in the caves. The door opened onto an oval chamber, clearly crafted as part of a temple complex. Although they didn’t realize it until later, this cave system is part of a temple to Pelor, of all beings. The chamber contained a skeleton that Peter identified as being the remains of the bandit who initially ran the site. While exploring the chamber, Jorma was ambushed by an Ochre Jelly sliding up through slots around a dais at one end of the oval. The hungry ooze latched onto a tasty treat, though, when Blizzacane arrived, and a fluid (pun!) battle of constant movement ensued. Although the jelly managed to splash Blizzacane with acid that ate away at him throughout the fight and even divded in two, concentrated fire from Lindwell and Jorma whittled it down. At last, an eldritch blast splashed it across one end of the chamber, frosting the room (and Blizzacane!) with citrusy deliciousness.

The foe vanquished – and partly wiped off – the party resumed their examination of the chamber. Peter informed them that the chamber had been opened with explosives and then sealed again once the ooze attacked and killed the leading bandit. The party found a document case and a letter on his person. The letter seems to indicate that the dig was begun at the behest of another party:

You have so far failed to procure the item that I requested. I do not understand your inability to abide by our agreement. I have given you precise locations and instructions. If you do not retrieve the artifact I requested, I will find someone of more use to me. Do not disappoint me. -T

An examination of the dais revealed that it sits atop a shaft leading deeper into the complex. The dais, however, proved intractable, blocking the party’s descent. After many experiments, the party identified an ideogram which those present believed to represent an explosion. As they did not possess sufficient material to create and explosive, the PCs and Peter were forced to go back to town, where they informed Marshal Daguerre of their experience.

100 XP each (1014 total XP)
Hedge Wizard’s Gloves (awarded to Lindwell)
Potion of Healing
Moonstone (100 gp)
130 gp
200 sp

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Session 4 - Operation Frustration Incorporation
In which the PCs learn that you can't always get what you want, but if you try, sometimes. . .

. . .you just might find the DM is a dick.

When last we left our intrepid party, the adventurers were locked in mortal conversation with the town marshal concerning the sealed door at the dig site. After leaving Peter to his tender mercies, the three allies set out to find explosives and information.

After fruitless hours of searching, the party found nothing. No explosives were to be had, no reagents for crafting explosives were to be had, and no explosives could be delivered in less than a week. Fortunately, the bandits were at an impasse as well, as they had used up their supply breaking into the oval chamber and could not count on regular resupply.

As for information, Blizzacane teased some speculative notions on the nature of the Underground Temple of Pelor from Sister Zamada before her afternoon drinking binge. Sister Zamada believes that the temple complex exists to protect an artifact of some sort and may have been constructed in the relatively untraveled country of Nissus Point so that it would offer the additional protection of obscurity. No one can be sure, however, because no solid information about the complex exists.

After the travails of the morning, the PCs turned at last to the inn, where they discovered a most intriguing traveler. Haram al-Barazem, a caravan master who plies the trade routes of the Azure Plains and the deserts beyond, once traded in Port Chalmers. When it ceased to exist in normal space, he and other traders were forced to ship their goods from river ports further south if they wanted to trade with the dwarven mines to the north. Haram is desirous of eliminating the drain on his business by cutting out the riverboats entirely, or at least giving them a little competition. To this end he has arrived in New Port Chalmers with the object of enlarging Derwent’s Bridge and extending the old road up to the Harrowby Hills, avoiding the intractable terrain of Nissus Point. However, there is no road past New Port Chalmers, so one will have to be constructed, and that means a route must be surveyed first. Sensibly, al-Barazem wants bodyguards, as the area is known to be infested with bandits. He also possesses a quantity of the mysterious fire-powder of the east and is willing to part with it if the PCs will perform that task for him.

Agreeing to the terms, the adventurers prepare themselves for the journey. The next morning, al-Barazem sets out on his survey of the landscape, confident that he will come to no harm. Some way up the river, however, the surveying party encounters a hidden encampment filled with boats. Suspecting danger, the party attempts to work out a course of action, but they are interrupted when one of the camp’s scouts notices them. Both groups warily engage in a verbal duel, revealing that the camp is not a hunting camp as the scout claims. However, the PCs do not react to a flanking maneuver by the “hunting party,” and Lindwell is surprised and knocked out. Jorma and Blizzacane fight desparately, but take damage from the bandits, now unconcerned with cover stories. Blizzacane manifests his connection to the primal power of the earth with chilling ice and clinging vines, giving the PCs a slight edge. Jorma supplies Lindwell with a timely potion, and Lindwell repays the favor by channeling his eldritch powers toward the death of his enemies. In time, the party slaughters the bandits and loots the camp. Al-Barazem agrees that the fight was a rough one and does not object when the party takes the plundered boats back to New Port Chalmers to recuperate.

142 XP each (1156 total XP)
20 days trail rations
6 rowboats
120 gp
150 sp

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Session 5 - Operation Road Work
Land surveying usually isn't this eventful.
Party: NPCs:

After a restful night at the inn, our heroes and Haram set out on the proposed track once more. They are more wary this time, however, of the bandits lurking in the woods.

The first group encountered by the party is a communications relay station. The party sights the camp and approaches stealthily, leaving the bandits out of line until too late. The bandits here attack on sight, but their formation is piecemeal, allowing the heroes to quickly dispose of them. They capture an apparent communications specialist, Rocky Stein, who explains the purpose of the location: a semipermanent camp used to communicate with the bandits on the other side of the river. He also participates in the group’s scheme to lure the bandits over from the other side of the river (with no success, as will be explained below). The group enjoys a convivial luncheon during which their employer attempts to learn more about them and moves on.

The second camp is a lightly manned post where the bandits keep watch for river traffic to plunder. Thanks to Rocky’s information, the team is able to sneak close. An errant noise from Lindwell almost reveals them, but he successfully tricks the scout he alerted with the noise of a fox. Again the bandits are taken by surprise, with little opportunity to form a defense. A maceman engages Blizzacane and Jorma between two tents, limiting opportunities for tactical movement. Lindwell trades blow with an archer, tearing at his will with the awful energies of the Feywild. Although the archers valiantly support their ally, the maceman falls. Though the archers give a merry chase, they do as well.

The last bandit camp is that of a bandit lieutenant’s scouting mission. Rocky reveals that the commander of the bandits on this side of the river, Ned Wenger, has been assigned by the bandits’ leader, Ole Vergsson, to scout north toward the Harrowby Hills. The party doesn’t manage to get the drop on these fellows, though, so Wenger and his allies have time to form up. Wenger and a maceman surround Blizzacane, but Jorma moves in to keep them off balance. An elf archer provides ranged fire for the enemy, but it doesn’t help them – first the maceman, then Wenger fall, and the archer follows soon after. The adventurers recover an encrypted message from the leader of the bandits. Jorma’s decodes the letter, and the team finds that their efforts have left a major gap in manpower for the criminals.

After disposing of the bandits, the rest of the survey proceeds without incident. On their return to New Port Chalmers, Haram rewards the party and indicates that they have earned his good will. The next morning, Marshal Daguerre indicates that they have earned his and Mayor Branson’s good will as well with a cash award. After a breakfast of Karl Taras’s fine Breakfast Ale (an ale with the full flavor of bacon and eggs), the adventurers purchase a fruit basket from Rene-Robert and visit Mayor Branson to finalize a few details. Rocky is released to the custody of Peter Petrov, whom he knew while in the bandits. Mayor Branson indicates that no bandits have been seen at the Underground Temple of Pelor and that the current manpower shortage noted in the intercepted communication makes this the perfect time to retrieve the artifact there. The team agrees, and plans are made to revisit the site.

Rewards:
  • 515 XP each (total XP: 1671)
  • Magic Dagger +2 (awarded to Jorma)
  • Potion of Healing x3
  • bullseye lantern x2
  • 10 pints oil
  • 235 gp
  • 300 sp
  • Balloon of Mystery (uninflated)
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Session 6 - Operation Triforce/Operation House Party
A tale of tactical nuclear clerics and unwanted houseguests.
Party: NPCs:

The team descends once more into the Underground Temple of Pelor. Jorma deposits the small amount of the Mysterious Fire-Powder of the East in the center of the dais and lights its fuse. One explosion later, the dais flows into the slats on the cavern floor to reveal a hatch leading to an ornate, magically lit staircase.

The party descends to find a series of chambers that test their wisdom, power, and courage. In the Chamber of Wisdom, they must answer riddles to advance. In the Chamber of Power, they must defeat enemies to prove their worth. In the Chamber of Courage, they must leap into a chasm to reveal a scintillating bridge to their goal. For their efforts, the party is rewarded the dubious prize of a scroll written in Supernal, a language none of the PCs knows.

As the scroll is written in Supernal, they decide to enlist the aid of Sister Zamada to decipher its purpose. Sister Zamada agrees and finds that the scroll details the Evocation of the Lesser Sun, a spell usable only by clerics of Pelor that turns said cleric into (essentially) a tactical nuke. Zamada insists that the scroll be given into other hands to keep it away from the bandits (and their boss) who originally sought it. She refuses to part with the scroll and requests that the PCs assist her in transferring it to a safer location. After some persuasion, Lindwell agrees to leave the scroll with her and details Peter Petrov to help guard it.

Mint, meanwhile, has made her presence known to Lindwell, responding to all of his statements – a situation which confused everyone in the room when Lindwell talked to her. After revealing her predilection for scrolls (and hats, and pie), Lindwell allows her to integrate with his sensorium so that she can enjoy a piece of pie.

The next day, Thor Branson dispatches Marshal Daguerre to retrieve the party for a mission on behalf of the elves of Singleterry Forest. An elf discovered a palace that had simply appeared in a grassy dell, but the elves had no manpower to investigate it. Alethian was sent to ask Mayor Branson to contribute some people for that job, which the mayor was happy to do. He (and Mint) convinced the players to head to this secluded dell, investigate the palace, and report back. Alethian led them to the palace but left for other duties afterward.

Mint began to act somewhat strange near the palace, as though it were already hers. Even stranger, a team of Tiamat cultists (the very cult to which Lindwell had once belonged) occupies the place. After their attempted surprise attack fails, the PCs assault the guard team and the entryway. Although the combat is heard by the work party in the courtyard, Lindwell bluffs them into complacence with the body of an archer and lures a portion of their number forward and away from their hiding places. Strung out with no defensible position available, the work party falls quickly, clearing the way for the team to enter the courtyard. After Blizzacane explores a disused kitchen looking for pies, Lindwell and Mint open the door to a central building, revealing an investigatory team led by another tiefling, Carcassi, an old rival of Lindwell’s. Lindwell bluffs his way in, alternately insulting Carcassi and extracting information from him, while Blizzacane and Jorma position themselves for a strike. After Jorma strikes him a terrible blow, Carcassi accuses Lindwell of having abandoned the evil of Tiamat for bland neutrality. Jorma’s magical dagger rips through the cultists, ending the fight before it begins, and Lindwell downs Carcassi while Blizzacane immobilizes the last cultist.

Once the combat is over, Mint appears in her true form to all of the party. She explains that she is the Lady of Spices and this palace is hers. She will need to remain there for a day to fully reclaim the power left in a statue there, so she promises the team food and rest as a reward for clearing her palace of interlopers. She also gives the team gold and potions, as well as happy dreams.

Rewards:
  • 683 XP each (total XP: 2354)
  • Cloak of Distortion +1 (awarded to Lindwell)
  • Potion of Healing x2
  • pearl (worth 100 gp)
  • vial of allspice
  • 230 gp
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Session 7 - Operation Breakfast Club/Operation Thunderball
A dragon wants a muffin and the boys hit the road with a sexy priestess and a tactical nuke.
Party: NPCs:

The party rests contentedly in Mint’s palace after the events of the previous day and awakes refreshed. Mint offers them breakfast before they leave, which they accept. Conversation is lively at the table, enough so that Jorma steals Mint’s banana-nut muffin with none the wiser. After breakfast, the party makes ready to return to New Port Chalmers with their news.

On the way out of the temple, however, a green dragon cultist of Tiamat, Etorre, swoops in. Believing Lindwell to have usurped Carcassi’s authority on the project at the palace (and condoning it, to boot), Etorre engages the party, insisting that he be given the power or control that they had extracted from the temple. Desperate bluffs by Jorma and Lindwell convince the dragon that the power of the Lady of Spices has been condensed into a banana-nut muffin! Mollified, Etorre takes the muffin and flies back to the rest of the cult (though not before rewarding the heroes with some money).

After arriving in New Port Chalmers, the party splits. Jorma heads to the inn for a frothy pilsner with the great taste of glazed donuts while Lindwell briefs Mayor Branson on the affair. (Blizzacane stands around in the town square.) Branson is appalled and agrees that someone needs to keep an eye on the place, preferably in force. He promises to persuade the elves to occupy the palace rather than allow Tiamat’s cultists to control it.

After the briefing, Lindwell and Blizzacane converse with Rocky on the subject of the underwater rocks. Rocky has surveyed the area and concluded that the boats they currently possess are insufficient to the task of carrying stone from the work site to the shore. He requests that Lindwell find large flatboats to carry the load, experts to construct the necessary work platform, and equipment for a mobile work camp. He also indicates that a site to store the stone must be found, a task which Lindwell assigns him.

Sister Zamada requests that Jorma gather the party, as she has news and a request. Eroun has decided to deliver the scroll of the Evocation of the Lesser Sun to a bishop of Pelor at Teremial. She asks the party to accompany her to prevent untoward mishaps; they agree, and the group leaves on the next riverboat. The trip is briefly interrupted by bandits who intimidate the boatmen into halting, but the incident was only a brief delay.

Once in Teremial, the group leaves for the Temple of Pelor immediately. On the way, Jorma keeps an eye out for both pickpockets and Sister Zamada’s sweet, sweet ass. Faced with some time to kill once they arrive, Sister Zamada decides to explore the temple complex, and the group follows. Along the way, they meet Brother Tarkanian, a monk with a penchant for grape cultivation and winemaking. Playing on his conflicts with his fellow monks, Lindwell recruits him to New Port Chalmers, which has lots of empty space for vineyards.

Eventually the group is called to Bishop Crane’s office. Sister Zamada hands over the scroll and all parties exchange information. Crane shows his gratitude by providing the team with room and board for the night, and the PCs go off to explore the city. Lindwell splits off to search for shipwrights (of which he finds none suitable) and a construction supervisor. Some negotiating brings Per Kepa around, although money is an object.

Jorma and Blizzacane follow Sister Zamada to the Temple of Erathis, where they find inventors’ workshops. An inadvisable lever pull by Blizzacane destroys a primitive steam engine and meets Cephas Piers. Piers is enticed to New Port Chalmers with promises of funding and the chance to refine his submersible designs.

Later on, Jorma and Blizzacane enjoy the nightlife of the city after Lindwell turns in for the night. Jorma finds an inn with a bard, the Duck and Harp, and the two enjoy some music. By chance, Blizzacane meets a trader who did business with his tribe and told stories to the children, Henry McClintock. McClintock promises to carry news of Blizzacane back to his sister. Afterward, Jorma and Blizzacane get some sleep; the riverboat leaves in the morning.

Rewards:
  • 658 XP each (total XP: 3012)
  • Feral Armor +2 (awarded to Blizzacane)
  • Potion of Healing x1
  • jade (worth 100 gp) x2
  • turquoise (worth 100 gp)
  • peridot (worth 100 gp)
  • 295 gp
  • 450 sp
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Session 8 - Operation Action Extraction
The party pulls Jorma out of a jam, and Jorma meets an old friend with a slight crazy problem.
Party: NPCs: Locations:

Jorma awakens to the sensation of being dragged along a flagstone corridor. Jet Fango has found him, bound him, and is in the process of carrying him off to be extradited to Ariaphas for crimes listed on a newly revised warrant. Lindwell pursues, pretending to be Jorma’s lawyer and attempting to tymie Fango with spurious objections, such as the omission of a method of execution from the warrante. Fango directs the remaining party to proceed to the courthouse if they want to free Jorma.

Jorma is turned over the the authorities at Teremial, who set to work preparing for his extradition hearing. Fango receives enough money from the bounty to retire, which pleases him a great deal. Lindwell, accompanied by Blizzacane, presents himself to the clerk in charge of the cells an claims to be Jorma’s lawyer. After an attempt to invalidate the warrant, Lindwell changes tactics and presents himself as a representative of the government of New Port Chalmers demanding the Jorma’s extradition to that polity, which will allow the party to abscond with Jorma before representatives of Ariaphas can claim him. The clerk arranges the hearing.

The Teremian judge convenes the extradition hearing, and Lindwell presents his argument. Jorma, he claims, should be extradited to New Port Chalmers for prosecution due to at least fifteen heinous (heinous!) murders which he has committed in and around the town. Jorma objects, claiming that he has killed more people than that, to which Lindwell responds that the authorities can only prove fifteen. The judge is shocked and dismayed by the antics in the court and remands Jorma to Lindwell’s custody in order to end the proceedings after Lindwell’s description of the likely sentence for the heinous (heinous!) murders: being stuffed with explosives, sunk to the bottom of a lake, and exploded.

After leaving the courthouse, the party witnesses a thief escaping. They immediately follow, blowing up a sheet of plate glass and stealing a lemon in the process. Pursuing the thief into the sewers, Jorma stuns him with the stolen lemon, and Blizzacane pounces, immobilizing the thief. Jorma receives a shock: the thief is none other than his old Dungeoneer friend, Akiva Stein! Stein somehow survived the slaughter of the other Dungeoneers, but he now believes himself to be a grue (albeit a grue who constantly carries a torch). Jorma and Akiva reminisce, and Jorma convinces Stein to come to New Port Chalmers and make his lair in the cave system leading to the Underground Temple of Pelor.

A cargo loading accident on the riverboat forces the companions to remain another night. Jorma finds Jet Fango enjoying the fruits of his labors in an inn and eager to share his good fortune. After repeated attempts to inconvenience the bounty hunter, he waits until Fango passes out, ties him to a chair, sets him at the end of one of the docks, and passes out himself.

The next morning sees the riverboat leave for New Port Chalmers carrying Zamada, Blizzacane, Jorma, Lindwell, Tarkanian and several fellow monks, Piers, and Stein. Upon their arrival in New Port Chalmers, Lindwell briefs Mayor Branson on the events in Teremial and presents the new immigrants. Branson is overjoyed and appoints Lindwell the Director of Public Works for New Port Chalmers.

Rewards:
  • 400 XP each (total XP: 3412)
  • Cape of the Mountebank +1 (Jorma)
  • 50 gp
  • 250 sp
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Session 9 - Operation Billy Pilgrim
The party revisits an old victory and finds it changed.
Party: NPCs: Locations:

Akiva Stein was a bum: he was crazy, he didn’t bathe much, and (crucially) he had no dwelling or employment. Sister Zamada insisted that Jorma at least handle the bathing part, as Stein was in no state of mind to take care of himself. After much hemming and hawing, Jorma overcame his fear of bums enough to construct a bum-cleaning apparatus out of a bucket, a sponge, and a ten-foot pole.

At the same time, Gron Swiftriser entered town in search of adventurers to measure himself against. After visiting the tavern and sampling Karl’s Afternoon Tea Pilsner (served with cookies) several times, Gron located the town marshal to enlist him in the search. Jorma had finished his bath by this point and revealed himself to be the very sort of man Gron sought! One race over the town hall later, and they were fast. . .not friends, but at least acquaintances.

Lindwell, meanwhile, busied himself directing his minions, since those rocks aren’t going to explode themselves. Rocky floated the idea of recruting manpower from the southern cities; Lindwell concurred. As operations were at an impasse until the machine shop was constructed, Lindwell left in search of the mayor.

Lindwell ran into Gron and Jorma near the town hall, shortly before he himself was located by Mayor Branson. Branson expressed some irritation with the presence of Stein; several citizens had been attacked by a man claiming to be a grue and had complained. Jorma suggested that they make good on their promise to relocate Stein to the cave system that housed the Underground Temple of Pelor. Lindwell agreed, and soon the party was on the road to Nissus Point after Jorma’s attempt at teleportation (standing very still and thinking teleporty thoughts) failed miserably.

The cave appeared to have seen some activity since the adventurers had last walked its halls, but none recently. Stein found the place much to his liking. As the party entered the oval antechamber that had led to the temple chambers lower down, they found that the Peloric inscription in the floor and the dais that had covered the entrance to the temple were gone. Further, the staircase leading down had been replaced by a hole cut in the floor of the stone. Gron and Jorma raced each other down into a previously unseen chamber.

The new chamber was a raw cave that looked nothing like the temple the party had previously visited. There they found the most recent visitor – a bandit with two tame fire beetles! The bandit ordered his animals to battle as the rest of the party descended, and the two groups clashed by the glow of strange magical energies. As they fought, ankhegs stealthily moved into position to attack. Lindwell nearly ended up trapped in the jaws of one of the beasts, and only timely action by Blizzacane rescued him. Eventually all of the enemies were slain, and the magical energy transformed itself into a portal of unknown provenance. Without waiting to investigate, Jorma leapt through, followed closely by his companions.

The adventurers them found themselves in a sandstone chamber filled with columns and carvings reminiscent of ancient Egypt. Two archers sounded an alarm and fired on them. Jorma charged forward, triggering a section of the ceiling that swung down and nearly bowled him off his feet. Forewarned, the rest of the party advanced more cautiously. Although Blizzacane triggered another trap and was knocked down, the archers were ultimately defeated. Jorma identified the remaining traps before the group advanced to the next chamber.

The PCs next found themselves in a cavern of ice, opposed by Norse berserkers. The berserkers charged them, taking a heavy toll, but were less apt in their defense. Carefully, Jorma and Blizzacane maneuvered them beneath heavy icicles in the cave. The icicles, once jarred loose from their moorings on the roof, knocked the berserkers flat. Hampered by their tactics and lack of anything resembling a defensive posture, the berserkers were vanquished, allowing our heroes to advance.

The party was then deposited in the cargo hold of a starship, littered with crates. A service droid and two security drones sounded an intruder alarm and engaged the party. Gron stayed back, dispatching his spirit companion to assist the rest with healing and beneficial effects. The service droid was destroyed swiftly; its explosive termination failed to catch Blizzacane and Jorma in its nimbus. A light security drone dragged Lindwell into the blast zone of a heavy security drone’s flamethrower; Jorma, Lindwell, and Blizzacane were all endangered. Lindwell pursued the light drone while Jorma, Blizzacane, and Gron destroyed the heavy drone. Lindwell narrowly missed a shock from the light security drone’s pacification appendage, and from there the outcome of the battle was all but inevitable. The team rested on the metal floor, enjoying food-like substances scavenged from the hold.

Rewards:
  • 575 XP each (total XP: 3987)
  • Painting of Georg Olaf II the Mighty (250 gp)
  • 240 gp
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Session 10 - Operation Do You Know the Muffin Man
The party hopes that the next leap will be the leap home.
Party: NPCs: Locations:

After resting in the starship’s cargo hold without incident, the party continued through the next portal in good order.

On the other side they found a desert box canyon littered with scattered vegetation. Two deinonychus ambled around the other end of the canyon near the bright, inoperative form of a portal. Long lanes of high vegetation blocked the party’s view of the canyon’s sides. Blizzacane attempted to intimidate the deinonychus to ease the party’s passage toward the portal, but frightened only one of the dinosaurs. Blizzacane and Jorma then advanced, engaging the dinosaurs as needed. Suddenly, two deinonychus leapt over the vegetation they had been hiding behind, which put the party in a more precarious spot. The dinosaurs attacked Blizzacane, Jorma, and Lindwell; Gron was disengaged but quickly summoned his spirit companion. Lindwell backed off, Jorma scrambled to flank, and Blizzacane kept the bulk of the beasts glued to himself, taking hits as he did so. Gron moved his spirit constantly to best spread its benfactions. Eventually, a deinonychus grabbed Jorma; shortly afterward, another grabbed Blizzacane. Jorma’s captor attempted to drag him away for later consumption, but its hold was no match for Jorma’s acrobatics. Blizzacane escaped as well, but not before taking serious damage. Eventually the party wore their adversaries down, at which point a few tried to flee. Blizzacane gave pursuit, running the last deinonychus to ground.

After the fight, Lindwell noticed that Mint was unnerved and babbling. He attempted to comfort her, but was only partially successful. The party licked its wounds and rested, then proceeded through the next portal.

The party emerged on a greensward surrounded by buildings, ruins, and barricades. More barricades littered the area, beyond which stood a number of men uniformed as soldiers (and one blacksmith) staring at the next portal. The soldiers noticed the party arrive at almost the same time and mistook them (mostly) for demons, adopting an aggressive posture. The party acted pre-emptively, however. Jorma rushed the smith, blinding and severly wounding most of the enemies with his flashing daggers. The rest of the party followed suit. Lindwell kept himself hidden and protected, firing his strange magics from afar. The soldiers never had a chance, and soon the party was ready to move on.

At last, our heroes found themselves in a blank white expanse populated only by two things: a cardboard box and a dragon. Etorre had somehow made his way to the terminus of this chaotic place before the adventurers. He held a grudge, revealing that the muffin incident had made him a laughingstock and that he no longer held the respect of many of his fellow cultists, who called him Muffin. He stated that he was regarded no more highly than Lindwell or Lindwell’s brother now. With his complaint out of the way, the dragon attacked.

The first strike was terrible to behold. The dragon glided in and caught the party, still bunched together, with his breath weapon, poisoning and slowing most of them. He then severely wounded Lindwell before Jorma could flank him and Blizzacane could set up his primal zones. Gron backed off, letting his spirit do the mauling for him. Lindwell backed off and set a spell on Etorre before being drawn back in by the dragon’s luring glare. Once again the dragon attacked, using both its claws and its frightful presence to assault the adventurers and break their will. Lindwell, near death, once again retreated as the other three pummeled the beast. They effectively drew blood, whereupon the dragon, in its desperation, fired off its breath weapon again, this time catching all but Jorma in the blast. Lindwell limped away, drawing on the strange energies of his pact to try and kill the thing before it could do the same for him. As Gron worked to keep everyone alive, Blizzacane kept the monster immobilized while Jorma pummeled it, but eventually the dragon broke free and went after Lindwell again. This time it brought him low, though not before sustaining major damage from the adversaries it had ignored. Soon Etorre lay stretched on the ground, too.

The party managed to stabilize Lindwell and remove the worst afflictions from themselves before the world they were in dissolved, depositing them on top of the symbol of Pelor that had disappeared from the antechamber in the caves. Lindwell awoke thanks to Gron’s regenerative powers, remembering the entirety of the trip through time and space no more than a dream. Frustrated in their attempt to reopen the hatch and still licking their wounds, the party returned to New Port Chalmers.

Rewards:
  • 600 XP each (total XP: 4587)
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