Mooncrash

Episode 76 - Elope Island
Trouble on the Homefront

Game Date: Autumn 33-34, 339 F.I.
Starting Point: Elope Island
Player Characters Present: Althoren Zencaré, Chogaruk, Lord Vaca L’oy Dakursa

Upon arriving at Elope Island, the adventurers are shocked to discover the supposedly abandoned island overrun by Ta’dez’al’é goliaths. After a brief parlay with the goliath outriggers encircling the island, they’re permitted to land ashore and search out their House Electrum contacts.

Once they make landfall, however, The Nameless Company is horrified to discover that the Saltspray goliaths have been taking dragonborn innocents as slaves, in retribution for the Arkhosian Kingdom’s re-institution of slavery. The more they search the island, however, the less sign they find of House Electrum.

The heroes decide to ask the goliaths for help and, with the aid of a sentry named Mojag, they’re taken to see the camp’s overseer, one Ciqaha. In the Overseer’s tent, Chogaruk learns that Tawessu, Baldev’s oarmate, has become chief of the Ta’de’zal’é and has condoned this act of slavery. What’s more, he’s outlawed Chogaruk as Baldev’s murderer. At a signal, Ciqaha’s men move to arrest Chogaruk and his allies.

With a few placating words and a few devastating blow, however, the adventurers manage to pacify the goliath warriors, convincing them to lay down arms. Ciqaha manages to save some face with the tribe by ordering the adventurers to the opposite side of the island. Not wishing to offend, they consent and relocate.

While searching around the beach, The Nameless Company stumbles onto the hidden House Electrum vault, concealed within the hollowed-out island. Inside they met Yvote, the vault’s keeper and reunited with Ryhaz, Trademaster of House Electrum. Once the contract was signed, The Nameless Company found themselves in the possession of 100,000 electrum pieces for use in the coming war.

They spent approximately a day transferring twenty-thousand of the crowns to the hold of their ship. As soon as they were prepared to depart, however, The Nightowl’s crew spotted two ships, approaching swiftly from the west, both bearing the insignia of Three Seas Shipping!

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Episode 75 - Imald, Part V: Escape From The Citadel
Out of the Lion's Den

Game Date: Autumn 28-31, 339 F.I.
Starting Point: Iar Gyasi
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow

Upon investigation, The Nameless Company discovered the bizarre circle of stones, all etched with fey designs, to be a gateway into the Seelie Court, the realm of the fey. Intrigued at the possibility of transporting themselves there, the adventurers decided to continue their investigation of the citadel complex before making an official decision.

As they continued to explore, they discovered the palace complex was floating three hundred feet above the city of Iar Gyasi. No sooner had they made this discovery, than they were attacked by a squad of eladrin marute, flying up from a lower level of the citadel on a current of magical air. Doing battle with the citadel guards, the adventurers suffered grievous losses, but managed to turn the tide on their opponents by reciting the names scrawled across their bodies from repeated use of the slaying spears.

The next chamber they discovered contained a massive locked chest, containing a devious trap. No sooner was it opened and Zencaré’s hand plunged within, than it was revealed to be a chest of annihilation, an anti-matter field that utterly destroys any object placed inside. The eladrin wizard was understandably shocked to discover his arm severed at the elbow after searching around inside the chest.

Discovering both a mysterious teleportation circle they couldn’t access and the aforementioned map room, the adventurers sought a means to return to their quest. Sending Collar back to her home in the Glasgwair, they resolved to return to their vessel, The Nightowl, where it was moored in Thamaro. Using Tepemkau Nebet’s incredible teleportation magic, they were instantly returned to Thamaro, whereupon they were mobbed by legions of adoring fans.

Upon returning to The Nightowl, they were informed that House Electrum contacted the ship, informing them that they’d accepted their proposal and wished to meet to discuss terms at Elope Island, an uninhabited spit of land in the eastern Scarlet Sea. Setting sail at once, The Nameless Company were eventually informed, by Deor, that The Baron had allegedly held a magical conference in the middle of the night with an unknown glowing blue light.

At that, the adventurers resolved to put this Baron business behind them. Grandmother Crow cast Remove Affliction on the feline which transformed him into a very naked, very bewildered halfling. Jetsam Japetho “Walrus” Windward, he was known as in his previous life, and he was a former captain of The Distressed Damsel, hundreds of years ago. For centuries, he’d been used as a spy aboard the ship and was responsible for ratting the crew out, both about their breaking quarantine around Obalta and their jailbreak on the Subaqueo Var.

When she heard this, Captain Yolanda ordered Windward chained and thrown into the bilge. There he’s to remain, until such time as she and the crew come to decision about what’s to be done with him.

Meanwhile, The Nameless Company sails on to Elope Island.

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Episode 74 - Imald, Part IV: The Citadel
Into The Lion's Den

Game Date: Autumn 28, 339 F.I.
Starting Point Iar Gyasi
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Lord Vaca L’oy Dakursa

The Nameless Company materializes in a dank dungeon environment, an Imaldi arcane laboratory of some kind. Before they can examine the room any closer, an eye of alarm ritual is triggered and a rot of mummies staggered in to attack them! No sooner had they dispatched the half-a-dozen mummied eladrin warriors, however, than they were confronted with several alive eladrin warriors, banging on the door and asking for explanation. With a cunning deception from Zencaré, the heroes managed to stave off the guards for a time and took a moment to examine their surroundings.

Asking an enchanted, if somewhat sassy, animated book, The Nameless Company discovered they were within directly inside the heart of Tepemkau Nebet’s fortress – the Citadel of High Holly, in the capital city of Iar Gyasi. Learning many secrets from this (less than) helpful text, the heroes also learned the quickest way from the dungeon – “the map room.” Heading through the northern door, the adventurers made a quick circuit of the dungeon, looking for the quickest route out.

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From room to room, they discovered a grisly mummification workshop, a suite of stained glass traps that nearly devoured Vaca’s soul and even a captive Collar, trapped within a shard of strange green crystal that inhibits teleportation powers. Freeing the elven priestess, they discovered that she still has some sliver of connection to Imald and her holy magic.

Past the stained glass chamber, The Nameless Company was, at once, attacked by a trio of Tepemkau Marute and, of all things, a rampaging unicorn, Doing battle with the beast and the guards, Vaca and Chogaruk came face to face with the marut’s terrible slaying spears, nearly draining the life from each of them in turn. While both the unicorn and two of three marute were eventually defeated, one escaped – potentially off to warn her master of their presence within his citadel.

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Episode 73 - Imald, Part III: Holly Wears The Crown
An Extended Rest Within An Extradimensional Mansion

Game Date: Autumn 26-28, 339 F.I.
Starting Point: Extradimensional Mansion
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Lord Vaca L’oy Dakursa

The Nameless Company materializes within a spacious, opulent and eerie mansion, seemingly abandoned and designed in an Imaldi style. After some exploring, they discovered Tepemkau Nebet, awaiting them in a snowy corridor. As they further explored the mansion, Nebet explained to them in stages about his life – his decision to become a lich, his wars against Arkhosia, his handling of the Nakhiti situation – and offered them a choice. They could either surrender Thistle’s last known location and have Zencaré’s voice returned to him or, failing that, they could remain here until such time as they consented.

Deciding to take the Regent up on his hospitality, the heroes stayed within the mansion for several days, enjoying the comforts of banquet hall and bathhouse, and debated extensively what to do. Some factions within the party saw Tepemkau Nebet as a useful ally. Some factions within the party wanted to regain Zencaré’s voice, use a newly discovered linked portal ritual and escape. The debate raged back and forth and eventually, the group decided to leave, taking careful steps to ensure they didn’t expressly state they would stay and, therefore, not breaking their word.

Giving Nebet Thistle’s last known location as “”/wikis/bluefinger" class=“wiki-page-link”> Bluefinger", the heroes escaped the extradimensional mansion, once again following unknown coordinates to an unknown location.

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Episode 72 - Imald, Part II: Unearthed Arcana
A Classroom Crashed, A Companion Nearly Lost

Game Date: Autumn 26, 339 F.I.
Starting Location: Thamaro
Player Characters Present: Althoren Zencaré, Chogaruk, Lord Vaca L’oy Dakursa, Grandmother Crow

In searching out leads that will take them to Magus Isetnofret Wehemka, The Nameless Company stumbles upon the porters, a loose organization of gnomish mages who, for a price, teleport non-Imaldi to discreet locations across the Green Moon. Meeting in the backroom of an Arkhosian steak house, the adventurers are teleported directly into the wizard’s classroom. Upon arrival, they discover the mage already in the process of summoning a terrible demon and, the moment they appear, she sets the creatures upon them.

As the battle raged on – and involved Wehemka’s otherwise passive shield guardian – potions were thrown, Vaca was thrown and eventually, even Zencaré was thrown – out an open window. Unfortunately for Zencaré, Isetnofret Wehemka is a resident of Iar Tyonai, the City of the Butterfly, which is located directly above the Fissure, a 635 deep crack in the surface of Imald. Missing his chance to teleport to safety, the wizard plummeted down, seemingly to his death.

Unsure how to progress without their wizard companion, the remaining three members of The Nameless Company soldier forth, in pursuit of the fled Wehemka. After convincing her trio of eladrin guards that they weren’t here to fight, they managed to gain an audience with the frightened wizard. Wehemka explained that her master, the dreadful Tepemkau Nebet, laid a trap for any wizard ambitious enough to seek lichdom. Having snared Zencaré’s voice, he planned to reel The Nameless Company in and have “a conversation” with them.

Sure enough, no sooner have the adventurers begun to converse with the agitated Wehemka when her body is seized by a powerful domination spell and Tepemaku himself, speaking through Wehemka, greeted them. In exchange for this conversation, he agreed to retrieve Zencaré where he fell and to ferry them to his home, in the citadel of High Holly, where they could negotiate the return of his voice.

Relieved to have their wizard back, The Nameless Company stepped through the portal and were transported across time and space.

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Episode 71 - Imald, Part I: City of Corners
Ancient Secrets Uncovered

Game Date: Autumn 24-26, 339 F.I.
Starting Location: Thamaro
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Lord Vaca L’oy Dakursa

Arriving in Thamaro, City of Corners, The Nameless Company marvels at both the city’s sheer impossibility – clinging to the side of the Fallen Moon – and at their apparent celebrity amongst the gnomish community. An exuberant fan permits them the use of his Tenser’s Floating Disc for an hour and the adventurers whisk themselves away to the surface of Imald and the “Books-as-Wallpaper,” the greatest library on Imald.

Venturing down into its phosphorescent passageways, The Nameless Company fritters the evening away on research; learning all they can about the Kazalhan, various arcane rituals and even dwarven wedding customs. Finally, when Zencaré locates the text he seeks – The Empty Hourglass by Magus Isetnofret Wehemka – the book lashes out in defense, awakening nearby magical texts to attack the party.

While the rest of his companions fend off the flapping books (and are occasionally drawn magically into their narratives), Zencaré battles against the will of trapped tome, attempting to learn its secrets before it can ravage his mind with psychic energy. As the battle rages on, the melee eventually attracts one of the local bookguards – an angry badger – who leaps into the melee to protect the texts. While the book’s secrets are eventually uncovered and the badger eventually placated, it comes at a terrible cost – Zencaré’s voice!

Before departing the city in search of the book’s author and the presumed holder of Zencaré’s voice, the adventurers resolve to investigate the strange ailment that’s plagued them since their “conference” with the Warden in the Subaqueo Var. Enlisting the aid of a gnomish surgeon named Sheikah Odetta, they discover that a tiny parasite, a tentacled horror, has been living inside their skull for some weeks, attempting to force each hero’s brain through their nose and mouth.

By performing a risky ritual, The Nameless Company is rid of these aberrant parasites, though not without inflicting some serious mental damage on themselves and on their gnomish allies. With one affliction bested, the adventurers prepare to delve further into Imald to discover the mystery surrounding Zencaré’s voice.

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Episode 70 - All Horns and Thorns
One Mystery Unveiled, Another Discovered

Game Date: Autumn 22 – Autumn 24, 339 F.I.
Starting Point: Eudox
Player Characters Present: Althoren Zencaré, Chogaruk, Grandfather Raven, Lord Vaca L’oy Dakursa, Nakhiti “Thistle” Sati

The Nightowl departs Eudox, sailing down the Khybol River towards Thamaro. As they sail, The Nameless Company bears witness to the Crusade of the Torch, to the strange and sinister spread of the Feywild and to the rising shadow of Imald, casting an artificial night so early upon this landscape. After a day on the river, The Nightowl arrives at Bluefinger, a small gnomish island community, and heads to the local tavern in search of a guide to take them deep beneath the enchanted eaves.

Making the acquaintance of Venan the Vagrant and his loyal badger Trufflehunter, the adventurers contract the gnomish guide to lead them to the nearest fane, a site of arcane power that Obad-Hai, Thistle’s patron, is drawing her inexorably toward. Though reluctant, Venan agrees and, the following morning, leads them into the Feywild. After an afternoon’s travel, the heroes arrive at the fane, where they’re immediately set upon by a trio of vile and bloodthirsty trees!

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The battle is fierce – Vaca and Chogaruk are immediately grappled by a pair of vicious ironmaw trees, while an opportunistic orcwort tree drops its vile fruit against Thistle, Grandmother Crow and Zencaré. When Thistle relocates to a nearby fairy ring, he overhears the approach of a massive singing something – later revealed to be Sycamore, the treefolk – come striding from the south. Upon arriving in the glade, Sycamore exhorted the fell trees to sleep and trouble The Nameless Company no more.

As they spoke, the naive, impressionable old tree relayed his experiences – walking the Feywild during the day, putting the savage trees to sleep by singing the lullaby his mysterious awakener, the Green Man, taught him. With Sycamore’s help, the adventurers staked out the arcane fane and awaited the arrival of Thistle’s patron. Soon as he did arrive, he reached a massive hand down to the earth, scooped up Thistle and departed, leaving her companions clueless as to her fate.

Returning to Bluefinger, the sympathetic adventurers arranged a birthday celebration for their friend Sycamore, who was most appreciative. This done, they boarded The Nightowl and continued on their way toward Thamaro.

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Episode 69 - The Maiden Voyage
The Nightowl Sets Sail

Game Date: Autumn 18–22, 339 F.I.
Starting Point: Sozinex
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Lord Vaca L’oy Dakursa

Surrounded by Aiqor and a squad of the Sworn Guard, The Nameless Company is aided in their escape by a squadron of the Urban Legion. Transforming into swift moving magpies, the adventurers scatter and reconvene in Shedscale. Making good time, they hastily row out to The Nightowl, their new ship, and depart for the open water.

From Sozinex, The Nameless Company heads for Eudox and, beyond that, Thamaro, on the borders of Imald. Along the way, a disguised Yolanda Dawndive gives them a tour of her new vessel and introduces them to Egnaro, the ship’s arcane spirit. Very knowledgeable about ship and the surrounding area, the owl spirit that inhabits the boat proves to be a useful ally only a few days outside the city.

Awaking the heroes in the dead of night, Egnaro informed them that a derelict ship was approaching The Nightowl at speed. Upon climbing to the deck, The Nameless Company discovered, to their horror, that the derelict was, in fact, crewed entirely by thousands upon thousands of rats! Once the two ships collided and a veritable ocean of rats poured onto The Nightowl’s deck, King Rat, their lord and master, made his presence known.

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During the battle, more and more rats wormed their way onto the heroes’ ship but, tit for tat, the adventurers beat them back with panache. While Grandmother Crow and Zencaré rained bursts down upon them, Chogaruk and Vaca innovated some creative solutions. Vaca threw flaming torches into their midst while Chogaruk nearly sunk the entire boat by cleaving through the ship’s weakened mast.

Once the ship was sunk and the rats scattered, The Nightowl could continue on her voyage to Eudox. Once there, the heroes made a b-line for the dwarven steads, arranging a meeting with House Electrum and bumping into Ferberk, now promoted to Steadmaster, by happy accident. With clever negotiation, they managed to convince Trademaster Ryhaz, one of Hosue Electrum’s Ruling Masters, to help them fund their venture against Arkhosia.

After a pleasant luncheon with their old traveling companion Ferberk, The Nameless Company departed on their way up the Khybol River, not wishing to linger in Eudox lest they incur the wrath of Thunderbolt Xolt, Zencaré’s former boss.

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Episode 68 - Arkos Save The King
Allies Found and Enemies Abound

Game Date: Autumn 18, 339 F.I.
Starting Point: Sozinex
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Lord Vaca L’oy Dakursa, Nakhiti “Thistle” Sati

In short order, Princess Mexa introduced herself and her allies – Shokedo, the Sworn Wyrm, Vark, the king’s spymaster, Arkhon Zenedra Sozria and Satar, page of Legate Ekamuro. They are the Angaryo – the Anger – the only resistance standing between a unified Arkhosia and the conquest of Imald.

From the Angaryo, The Nameless Company learnt of the impending war to the south, of Ptolomos’ influence over the crown and, most intriguingly, of an artifact – the Standard of Endless Battle – lost many years ago by the Mad Legion in the jungles of Dread Salarza. The leaders of the Angaryo believe this, failing the capture of Qormoxen, will sway the people of Arkhosia to their cause.

Nervous at the prospect of ripping the golden dragon from its mother’s bosom, The Nameless Company instead agrees to venture north, into the jungles of Dread Salarza, to locate the Standard.

The next morning, The True Flame travels to the Palace Airborne, where they await their audience before King Mycrete VI. While biding their time in the atrium, a party of eladrin diplomats, bearing the sign of holly, burst from the throne, in the midst of a battle with the king’s guards. Leaping into action to maintain their cover, The Nameless Company trades blows with the powerful eladrin interlopers.

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While Chogaruk, Vaca and Grandmother Crow do battle with a squad of swordmages, Zencaré engages one of the mages in a wizard’s duel and Thistle releases the spell binding Shokedo from the battle. Once the silver dragon arrives on the scene, the eladrin hastily teleport away.

Thanked and made honorary members of the Sworn Guard for their service, The Nameless Company are ushered to the head of the line and announced before King Mycrete VI, Metarkh Ptolomos and a golden simulacrum of Craftmistress Ûbolya of House Topaz.

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After the initial pleasantries, Ptolomos immediately gets down to brass tacks, accusing The True Flame of collaborating with The Nameless Company. He informs them that Three Seas Shipping has, on the heels of the Subaqueo Var breakout, begun discreetly searching for The Nameless Company. This leads Ptolomos to suspect The True Flame of collusion, at the very least. When they fail to completely convince the Metarkh, however, he’s about to have them all imprisoned when Thistle mentions, in passing, that she might know a means to have the Feywild’s advance stopped.

Intrigued, Ptolomos commands “The True Flame” to investigate – accompanied by his bodyguard Aiqor and one hundred loyal soldiers. Meeting with Aiqor in the lobby, the adventurers hatch a hasty plan to ditch their escort in the streets, run for the ship and flee away east, toward Eudox and Thamaro.

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Episode 67 - The True Flame
A New Adventuring Party Formed

Game Date: Autumn 10 – Autumn 18, 339 F.I.
Starting Point: Isle of Kelp
Player Characters Present: Althoren Zencaré, Chogaruk, Grandmother Crow, Nakhiti “Thistle” Sati, Lord Vaca L’oy Dakursa

Arriving at the Isle of Kelp aboard The Bad Omen, The Nameless Company rendezvouses with Pufferfish and examines The Dalarab Das. Searching the ship high and low, they discover, smuggled beneath the floorboards of the bilge, a gear of the Nameless Empire.

A debate ensues among the company members, about whether to take or leave the item. One side, championed by Chogaruk, argues to leave the item to preserve their cover as The True Flame, the True Arkhosian adventuring party that broke Vytoza from the Subaqueo Var. The other side, championed Thistle, wishes to take the gear, fearing their cover as The True Flame will eventually be broken anyway. After much discussion and debate, a vote is eventually taken and the company removes the gear.

Once Grandmother Crow has located a dragonborn guinea pig for her scale rot experiments, The Nameless Company bids farewell to The Bad Omen, who sail off to the Bay of Surprise to search for whales. Departing the Isle of Kelp aboard the Das, the adventurers make for the current Arkhosian capital of Sozinex to return Vytoza and claim the reward.

The trip is relatively eventful – it rains flower pedals, they observe Shokedo the Sworn Wyrm out hunting and two of the company members – Grandmother Crow and Zencaré – begin to feel a strange and persistent pressure headache.

Upon arriving in Sozinex, they become familiar with the city’s many complexities. Zencaré observes many fey citizens, displaced to Shedscale, Sozinex’s outskirts. Chogaruk observes many slave markets, where goliaths are sold as chattel. Vaca witnesses the execution by fire of Princess Mexa, King Mycrete VI’s only child and the Truarkh’s strongest detractor, high above the city gates.

In disguise, they travel to the House Topaz Stead and eventually receive payment for the return of Vytoza. Upon meeting back up with a disguised Yolanda and her newly purchased mistico, they learn that a small bird approached and delivered a message, warning The Nameless Company to meet someone on the rooftop of the Palace Abandoned come midnight, or they would suffer the consequences.

That night, The Nameless Company quickly departs for the Palace Abandoned. In the knighting chamber, they do brief battle with a small flight of liondrakes. By reciting the sacred Oath of the Dragoon, however, these liondrakes are swiftly pacified to the adventurer’s presence. As they climb higher and higher into the empty castle, they eventually face and best a puzzle centered around a game of tyxa – Arkhosian chess.

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Atop the roof of the Palace Abandoned, they are greeted by a number of shadowy, Arkhosian figures and, eventually, a great silver dragon. Descending from a saddle on the dragon’s back comes none other than Princess Mexa, executed prisoner, who greets the heroes warmly.

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