Solutions Simplified: The Race for Turrack's Artifact

Session 1
The assignment

The shareholders of Solutions Simplified and their new interns return to Glitterhaegen. In this city the primary (and only) seat of their company. (A table at one of the local bars, to be specific “The Venomous Unicorn”) Today is an important day for the interns, since they will become official shareholders of Solutions Simplified. While they are discussing the amount of shares they receive, Nienna (their female secretary) warns them that Master Thief Elmon is coming.

When Master Thief Elmon arrives, he is accompanied by Stivras, a mage. Stivras informs them that he wants an artifact to be retrieved from a rising living dungeon, so it wouldn’t fall into the wrong hands. A dwarf named Turrack is the one who detected the dungeon, and is the only one who knows its location. Sending this information is dangerous, it can be intercepted, thus the party needs to go talk to Turrack directly. They agree on an advance of 500GP and another 1500GP when they bring back the artifact. The party gets a cart and some documents to get into Anvil from WOLF.

Sadlygrove visits Zarusam that night, and buys his services to translate the name of the artifact.

The next morning he talks to Elmon again, and tries to convince him he didn’t wipe the offer away just yet.

Amanas, Grumpy and Lillith buy some nice clothes that night. The next morning they all decide to take the safe route to Anvil, were they will take the Undermarch to Forge were Turrack lives. When they arrive at Anvil, the guards are hesitant to let this weird bunch of adventurers in, but after a bribe, all doubts vanish.

In Anvil, Grumpy is contacted by the gate captain they bribed before. He says he can arrange free passage through the Undermarch if their party clears one of the newly regenerated mines. Apparently, orcs and kobolds love to mine the newly regenerated veins of ore. Grumpy agrees and the next morning Solution Simplified goes on its way to this mine.

During these battles, one of Darloc’s minion is so grateful to be redeemed from the Lich King’s grasp that he decides to activate the real magic in the Lich King’s hand. One of the orcs they killed was also carrying a dwarven battleaxe. When Grumpy laid his hands on it, he felt the might of this weapon coming alive, and his love for gold dying. When searching the mine for loose valuables, they find some gems the orcs and goblins didn’t seem to be interested in. The estimated value of these gems would be around 600GP.

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Session 2
The search for Turrack

In the mine, they find a female halfling, claiming to be a cleric. Good thing since Lillith had a job offer for a position in a restaurant.

After clearing out the mine, the party goes back to the main branch of the Undermarch. There the Captain of the Guard is waiting for them, together with the mayor of Anvil. They thank Grumpy and the party for their efforts and the captain gives Grumpy a badge of the guard, so he can work for them whenever he’s bored of travelling. They also invite the party to a feast, but the party decides they need to leave at once.

There travel through the Undermarch goes fairly smooth, although MC Druid D00D doesn’t sleep that well. And soon they arrive at the gate of Forge, capital of the dwarven kingdom. Forge is a massive city located inside a mountain, with a giant lava lake at the bottom and houses built into the side of the walls. In the lava lake are large pillars with buildings on.
Grumpy decides to visit his favorite tavern “The Orange Shield” while the rest of the party decides to search for an inn in the non-dwarf sector of the city. They soon find the address of Turrack’s house, but they also hear rumors that Turrack is arrested by the dwarven guard.

Upon arrival at Turrack’s house, the party notices that the house has been raided, although there are conflicting clues about the raid, who would be interested in stealing most of Turrack’s clothes? After looking around Ammanas finds an interesting machine, but it’s missing a few components. Grumpy, in the mean time, finds a safe in Turrack’s bedroom.
After Grumpy, Ammanas and Darloc all fail to open the safe, an effort from the orc Sadlygrove captured in the mine before finally gets the safe to fall open. There is a note from Turrack and blueprints of parts of all the machines. Solutions Simplified decide to repair the machine.

When trying to get the machine outside, a party of The Saved arrives. Purple Two, Sadlygrove’s (or should I say White Six?) commander and weapon trainer, demands that they give up the machine. But after some discussion a deal is struck: they have one week to repair the machine and give them all information they find. If the week goes by without them repairing it, Purple Two will claim the machine and take it back to his master.

The party goes around the city looking for craftsmen and materials to repair the machine, and when they do, they discover the location of a rising dungeon.

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Session 3
The road to Concord

The party discovered the artifact is in a living dungeon somewhere in the wake islands. To get there they decide to follow the Koru Behemoth Migration routes to a little past Nomad and then pass through the Queen’s Wood to Concord.

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A few days after leaving Forge, just when they’re about to arrive at the migration route, part of the party is overwhelmed by a feeling of awe. Quenth, the family bronze dragon of Yvette, introduces himself to the party and drops a wooden crate. In the crate, Yvette finds a magical set of armor, and when she puts it on she transforms into a half-elf. Apparently Yvette is really called Rhivaa and this armor contains a curse placed on her some time ago when she was discovered as a Great Gold Worm spy in the Diabolist’s mids. After this, Quenth flies off again.

Some time later, the party is happily following the migration route, though in opposite directions of the Behemoths of course. At that moment they start noticing some light earthquakes. After a few moments a band of Nomas emerge from the distance sprinting towards them. They keep yelling to run and when they get close some even try to steal the party’s cart. Sadlygrove and Ammanas in particular, saw this as an act of aggression and they attacked the nomads. After a quick victory, an enormous beast appeared from behind the corner (which was hidden by the mountains) stampeding at an incredible speed for such a beast.

MC Drood Dude tried to calm the beast down by talking to it, he of course completely misunderstood what the beast told him. So the High Druid, feeling the pain of this beast from the other side of the empire, decide to intervene and gave MC Drood Dude a spiritual knock on the head. MC Drood Dude then understood that the Koru Behemoth standing in front of them had been tormented by a sea creature ever since his last drop in the Kuro Strait (close to the Wake Islands). The party decides to help the Koru by killing the creature. They easily defeat some giant crabs and kelp zombies, but eventually discover the kraken living inside the Behemoth’s shell. By working together as a team, the manage to scare the kraken away without even fighting it.

The Behemoth has to walk a fair bit back, since nature’s order must be restored. He invites the party to travel on his back for as long as they like. It doesn’t take long for them to reach Nomad, where apparently almost the entire settlement is murdered brutally. The party decides to pass on and move into the woods by foot. Eventually they reach Concord.

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Session 4
Sailing to the dungeon

session_4.pngWhen entering Concord, the entire party is welcomed warmly. (Even Darloc for once.) Grumpy is approached by a fellow dwarf, in a uniform of the Royal Guard. Apparently Grumpy has been appointed as the first captain of the royal dwarven navy. And let it be said, the “Howl of the Warhammer” is quite a magnificent ship.

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After some recruiting (red 36 as the quartermaster, apparently he followed the party for Yvette, Addolin (new guy) as the sailing master, and Nienna (their secretary) as the boatswain) they all get aboard and take off in the direction where most sailors reported unusual activity.

When arriving at the spot, a trading galley is noticed. It seems eerily abandoned except for 3 figures standing on the deck. Rhivaa recognizes their robes as diabolist cultist robes. They decide to attack them and a battle across the water begins. Moments later (when fireballs, arrows and lightning are flying between the ships) two squid-like creatures appear in the water and one of them directly attacks the ship, although it seems to be unharmed. Sadlygrove decides to jump on top of the other one and attack it before it can get close to the ship. The battle continues and when the cultists are almost defeated, Ammanas decides to attack the second beast. The second beast seems to be unharmed by the attack and when Sadlygrove finishes off his beasts, the second one disappears instantly.

Recovering form this battle the party decides to dive underwater and enter the dungeon.

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Session 5
Finale Chapter 1: the dungeon

Report coming soon

Basically: went through dungeon, killed a guardian demon protecting the demonic key. Darloc took the key and then… (what happened slightly after will be discussed at the start of the next chapter)

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