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Future Campaign Idea: Sundered Skies

Dark Fantasy/Black Powder/Sky Pirates Campaign

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A shattered world. A thousand floating islands. A constant glow of madness. Sundered Skies begins where every other world ends.

sundered-skiesIn an age long past, the world was blasted apart by primal forces. Now the races of the Sundered Skies live amongst the debris; the floating islands of land left over from the destroyed planet. Some islands are small as a house, some as large as a mountain. They float in unending patterns throughout the eternal orange Glow, a maddening light that suffuses the air with a constant illumination, so that there is never night in the Skies. Many grow mad from exposure to the voidglow. The elves (often evil!), dwarves, humans, dragons, orcs, and stranger folk that live amongst these islands travel from one to the other on majestic flying ships, trading, exploring, and fighting.

But the fate of the Skies is in danger! The magic of the glow is not the only taint in this unforgiving realm. Dark forces conspire to bring the Skies to the brink of an even greater catastrophe. Can you survive long enough to discover the secrets of Sundered Skies?

sundered

Stan Comments: Written for Savage Worlds, if I run it, I’d probably convert it over to the Rarescape rules which should be out by the time I ever got around do running this campaign, which would likely run 20-30 sessions.

sundered-skies-map

Heroes of Arnor: Gathering at Elnost

orcs

Chapter One

On the 1st Day of Urui, in the year 1640 of the Third Age, morning dawns at Dispar. It is a small Arthedain border town east of Rhudaur. As the cock crows at the The Grey Fox Inn, several adventurers gather.

The elvish scholar Coronthir and the wandering dwarf Valin make introductions to their new fellow scouts. Guthorn, Aldin, Beorn, and Adrahil, are all men weary of travel but yet eager to join in service as scouts for Arthedain.

Coronthir relates news he has heard of events in Rhudaur. King Broggha, a Hillmen ruler at the citadel of Cameth Brin, has married a blonde Northman woman. This is causing some controversy among the Hillmen tribes.

Aldin shares something darker: in the night, he had a troubled vision of three smokey symbols. Sigils of a Hand, an Eye, and a Mouth appeared, vomiting forth from Angmar, coming across the mountains towards Arnor. Aldin knows not what this portends, but he fears something evil is afoot.

Krelman, the inn’s bartendar, stares at the travellers from his one good eye and shoes away Zaranda, a local hag who sits near the company and laughs wickedly at their odds of living through the winter.

Boarding a local barge, the company journey up the river Caranduin and make their way to the fortress of Elnost, foremost of the Arthedain allied border settlements east of Rhudaur. Lord Elasander, the local governer, greets the travellers. Although Elasander’s first wife died some time ago, he recently remarried; his new wife, the beautiful, raven-haired Morwen, attends the audience.

Elasander receives the company into his service as scouts, and tasks the heroes with exploring and opening a safe route across the East-wood. The goal is that trade may commence between the towns Dispar and Carandor.

Hirgon, Elasander’s red-haired son from his first wife, departed abruptly the day before to blaze a trail across the East-wood. He was not content to wait for the new scouts. Elasander charges the company with keeping an eye out for his hot-tempered son as they make their way across the wood.

The company prepares to depart. They each have a stipend of 20 silver pennies a month from which some borrow to improve their armor and gear. A squire named Giles is to accompany them with a pony to carry their provisions.

As they set out, Valin the dwarf takes great care to find Hirgon’s trail. After many difficult hours, the company makes camp. At the end of the following day, as the party makes camp, they find signs that Hirgon’s group was ambushed.

Investigating, they find signs of orcs. They follow into the night hours, the nearly-full moon lighting their way. They finally find the bodies of Hirgon’s unfortunate companions, all slain and hanging from a tree near a stream. Dead orc bodies are in a pile nearby. Signs are that Hirgon yet lives, and so the company pushes through their weariness, hoping to find Hirgon before the worst happens.

Finally, the company come upon a group of orcs led by a shaman. They chant “Angmar, all must serve Angmar!” Before them, in front of a bon fire, Hirgon is alive but tied upon an altar, soon to be sacrificed. The orcs continue to chant with frenzied voices:

The witch-king has his allies three:
a hand to make enemies flee,
a mouth for spies whispering lies,
and an eye which hidden things see.

The Hand from shadows tests his might
against the ones who dare to fight
the looming scourge, sent forth to purge
the land from those who thwart the night.

From Gundabad the Mouth decrees
the work of spies who move with ease
in Rhudaur’s lands, where darkest bands
proclaim ‘Angmar all must appease’.

The hidden Eye is seen by all
those low and high under the thrall
of the Eye’s gaze, which on men stays,
turning the pure towards their fall.

From the woods, the company attacks with bowshot. Outnumbered nearly three to one, the fight looks hopeless, but the brave scouts fight without fear. Two of the company go down, terribly injured. Giles, unarmed, but showing courage far beyond his years, takes up a fallen orc’s weapon and jumps into the fray. Finally, when only two orcs remain, the orcs break and run, only to be hunted down and slain. As dark clouds drift across the night moon, the company’s cheer in saving Hirgon is cut short.

Valin the dwarf lies dead.

As the heroes nurse their wounds and make plans to honor the body of their fallen companion, they talk in somber tones of what they’ve learned. Something dark is afoot. All signs point to a new darkness issuing from Angmar.

[su_button icon=”icon: map” background=”#000000″ color=”#FFFFFF” link=”https://dicehaven.com/map-arnor/?location=1640-08-01″] View Adventure Location [/su_button]

 

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[su_spoiler title=”Advancement Notes” style=”fancy”]All characters level up to 2nd level. Scouts are receiving 20 silver pennies a month as a stipend (some have borrowed against their pay to acquire gear from the armory). A new character will need to replace poor, deceased Valin! [/su_spoiler]
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50 Fathoms: Session 28- Pirating or Privateering?

 

ship-battle-2Pirating or Privateering?

Characters:

  • Kaliferous: Kraken mage
  • Rodrigo: Human priest and water Mage from Earth
  • Daxson: Doreen treasure diver native

Date: 9-24-16

XP: 2 total

Recap:

Saddened but victorious, the Crew sailed off to rest and recoup. The information they sought about the Sword was unanswered so they set sail for Azy Cay to let the Crew rest and seek information. Along the way the ran across a Spanish Trading Guide merchant vessel. Thinking it would earn them favor from the British East India Company they prepared to do some privateering.

The ship fought harder than the Crew expected and hidden along the shore she had a friend watching their back. Both ships engaged the Liberators Wrath,   who rapidly showed the power of their mages and the prowess of a seasoned crew. They boarded and took out nearly 30 sailors and both merchant ships were forced to surrender. The damage to both ships were minimal but the the loss of sailors posed a problem. They force some captured sailors to sail the newly acquired vessels and set sail for Brigandy bay. In an act of kindness they let the sailors go at Brigandy bay but kept the merchant captains and their ships as bounty for the BEIC and Admiral Duckworth.

Safely arriving at Azy Cay the Crew spent the time relaxing and meet with Azy and the now Captain Annie Mason. Most particularly Daxon got a dinner date with Annie but drinks and food all around helped sooth the loss of Tressa. The Crew is now invigorated for the next chapter of their adventures.

50 Fathoms: Session 26 and 27- The Archmage- Part 1 and Part 2

tressa

The Archmage Part 1 and 2

Characters:

  • Kaliferous: Kraken mage
  • Rodrigo: Human priest and water Mage from Earth
  • Crow/Kadian: Atani guardian of the Great Tree
  • Kukukachoo Grael guest star Cook and Whaler (part 1)
  • Bracus: Scurillian merchant and Super
  • Daxson: Doreen treasure diver native
  • Mordecai: Human Air Mage Puritan from Earth

Date: 8-13-16 and 8-27-16

XP: 5 total

Recap:

Part 1:

The Crew decided to visit Tressa the Red in order to obtain more information, mostly trying to determine the location of the Sword of Amemnus. Arriving at The Teeth they discovered her mages tower leaning preciously and signs of a struggle inside. Through some careful investigation they determined that the Inquisition attached the Tower, got past the traps and either took or killed Tressa. Kal was able to restore power to the Mage Tower and the rest of the Crew found a curious mirror with a single red parrot feather sticking out of the middle. It was determined the mirror was a magical relic that would be used to “teleport” across distances. The mirror was cracked and damaged but it did appear to be used. After much deliberation they decided to go after the Inquisition and with  information from a passing Kieran Cutter the Crew located the current location of the Perdition (Inquisition confessional barge and HQ).

While approaching the Perdition, Carnifax shot out of the Mirror and confirmed the Crews theory: The Inquisition attacked Tressas Tower, managed to get past the defences and captured Tressa. She was unable to make it to her mirror in time, instead sending Carnifax through to the find the Crew for help, unfortunately the Mirror was partially damaged so he was stuck inside until now.

As they drew closer to the island the Perdition was harboring at, Carnifax fell to the ground shaking and speaking with Tressas voice said:

“Torquemada has won, but the Sea Hags have lost. Find my heart. Use it against them.

Crush it in your fist and you will have unlimited power for 17 minutes—the same number of

days I endured Torquemada’s torments. I hope it was enough.”

Tressa was dead and Carnifax was dying. The Crew managed to heal the bird and vowed vengeance on the Inquisition and now sought to recover the heart of the Archmage…

Part 2:

Nearing the Perdition, The Crew came up with a plan to trick the Inquisition into either selling Tressas body or at the very least getting onboard. Leaving the Liberators Wrath out of sight they approached the Perdition on a longboat with hidden kegs of gunpowder. Bracus managed to bluff his way onboard with most of the Crew. Crow stays on the long boat and Daxon/Kal stayed in the water hidden.

While in audience with Torquemada bartering for the body, Bracus managed to insult the Inquisition leader but Rodrigo played off this insult instead implying this was a test of their true conviction. Torquemada was convinced that Rodrigo wanted to join the Inquisition and allowed the Crew to stay on board in quarters. At the following dawn Rodrigo would receive the Inquisition Tattoos and become one of their own.

As  Dawn approached, Daxon managed to kill and replace one of the guards, Kal readying a blast for the bottom deck of the barge and Crow stood ready to light the longboat on fire and blow out the deck. Secretly Daxon “activated” Redbeards triangles in the night… The rest of the Crew played along with the ceremony until a the last moment, Rodrigo faked a betrayal of Mordecai as an air mage, giving Rodrigo the opportunity to arm himself and strike out to kill Torquemada.

At that moment Crow blew up the longboat, Kal placed a mighty blast on the lower deck of the ship and RedBeard appeared with his ghost ship. All hell broke loose on the deck with fighting inquisitors, ghost pirates attacking, fire and a badly listing/sinking Perdition.

In the chaos Daxon managed to acquire Tressas body and leap off the ship, Rodrigo tried to finish off Torquemada but failed and lost his arm and almost his life in the process. Crow turned into his young Roc and took off with Rodrigo while the rest of the Crew ran for their lives. They all made it ashore just in time as Redbeard figured out he was tricked but unable to go on land to enact his vengeance. The Crew watched the Perdition burn and sink as Torquemada escaped to the far shore.

Tressas body was recovered, but at what cost?

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