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Recap of Sessions

Ch. 1: In the Beginning

The Varilla Stargaze Institute on the continent of Cortina hosts its 489th Annual Stargaze Festival, celebrating the transformation of magic from a taboo to a revered craft. Among the attendees is Princess “Drip” Drippington from the Elemental Plane of Water, who mingles with other characters like Roark Ivar, Magus, Elar Dewstrider, and Chadwick “Chad” Huntington III. The festival's cheerful ambiance is disrupted when Mage Steve's attempt to summon the demon Abowbow goes awry. A group of individuals, showcasing remarkable teamwork, manages to contain the demon, marking the inception of their alliance.

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Ch. 2: School Life & Artifact Retrieval Competition

Four months later, the group is engrossed in their studies at the institute, where they befriend Jerome, a professor from the ancient Effilial People. They learn about the Effilial's rich history and their prized artifacts. The institute announces a competition to retrieve a magical artifact, promising advanced magical rewards. The group, intrigued by the challenge, chooses to explore the submerged city of Pandora in the vast Dread Waters.

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Ch. 3: Pandora, The Basharak & Orb Gathering

In Pandora, the team encounters the Basharak People, who possess the orb the group seeks. To obtain it, they must aid the Basharak by eliminating a nearby threat, The Abomination (Hisziriszusach), which has possessed Amadeus, a senior Basharak council member. After their success, Chad finds a love letter from Rachel Ray, and the group visits Brazzo’s Bold Brown Jewels Shop. Ivy, a young council representative, along with Barry and Larry, join the team, aiming to return to the Plane of Water. The chapter also hints at the Continent of Dresdek, a haven for those valuing self-sufficiency over technological progress.

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Ch. 4: Of Orbs and Airships

Upon consulting Balana Nores at the Varilla Stargaze Institute, the group learns that the orbs they've encountered possess celestial energy and resonate mystically when combined. These orbs' magical signatures align with recent archaeological discoveries in Dresdek. However, their investigation is interrupted by Brad, who reports a disturbance at the Nacellion Building, where the orb was stored. Arriving there, they find the orb stolen and Balana injured by hooded assailants. Further investigation reveals stolen airships near the institute, leading to suspicions about a Mysterious Cult. The group's journey southward to Vertruse presents a stark contrast in landscapes, from a magically controlled autumnal setting to a scorching summer. In Vertruse, they acquire a Tearfield Gemstone from Jerry’s Gemstones and discover the bustling airship docks, setting the stage for their next adventure.

 

Ch. 5: Feelin’ Loosey Vertrusey

In Vertruse, legends speak of a divine sword that scarred a mountain during a celestial battle over Kardassia. The town's renowned airship shop, Angela’s Amazing Aeronautic Apparatus, has been ransacked, linking it to the orb theft. Drip and Chad gather intel, learning of a tall elf, Alfred the Pie Man, and a group named Tiamat’s Tyrants operating from "The Shed" in Khatib. The team's curiosity leads them to a building housing clues: an arrowhead, a golden key, and a sealed envelope hinting at a meeting at “Harmony Hills” with the password "filth."

 

Ch. 6: Pies In the Sky & Journey Through Khatib

The group strikes a deal with Alfred the Pie Man for transport to Khatib, working as pie-makers en route. In Khatib, they delve into the town's sewers and prison, uncovering an underground city with poisoned air and enigmatic hooded figures. A terrifying behemoth man in the sewers forces them to flee. Their investigations lead them to a secret dockside drop, a robbery, and an encounter with Tiamat’s Tyrants. The specifics of their time in Khatib remain hazy (Brandon wasn't taking notes that day), but they remember the acquisition of gas masks and rebreathers for their journey, although they are in need of new filters/repair.

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Ch. 7: Passage to Fernancatonia, and a Brief, Wondrous Encounter With Lumpsters

Onboard Fernanzo's luxurious ship, the adventurers are thrust into a world of intrigue and power plays. To prove their worth, they face off against enigmatic creatures called Lumpsters in The Ship's Fight Pit. Their victory leads Chad to send Lumpster remains to Varilla Stargaze, hoping for recognition from his father. The party meets Beatrice for the first time aboard the ship. The ship's magic speeds up their voyage, and they soon arrive at Fernancatonia, a tropical paradise. However, the city's beauty masks deeper machinations. At a grand dinner, the party meets Jason Hayes, an enigmatic leader, who reveals his vision for the orbs: to amplify magic and broadcast experiences. This revelation, combined with Elar's enhanced powers after interfacing with a crystal, hints at the stakes of an impending war. But a sudden explosion and a chase after a saboteur remind the group of immediate dangers. As they delve deeper into Fernancatonia's secrets, they're equipped for a new mission: to retrieve an orb from the town of Melina, potentially involving the Thieves' Guild and an art auction. Elar collects a flying carpet from one of the saboteurs.

 

The rest of the adventurers' time in Fernancatonia is marked by a blend of relaxation and revelations. One morning they are interrupted by a summons from Fernanzo, leading them to his Central Office. Here, they discover a network of underground catacombs and are warned of Colossal Fire-Attracted Worms that lurk under the city. Gerald, the catacombs'/arms keeper, equips them for their mission to Melina to secure an orb from Alfred Balthazaar's private collection, housed in a compound underground. With hints of the Melina Thieves' Guild's involvement and an upcoming art auction as a potential entry point, they also meet Willy, an informant whose trustworthiness is initially debated. Deciding to include Beatrice in their journey, they venture into the lush jungle towards Melina, focused on their primary goal: obtaining the orb.

Ch. 8: Lyraclese & The Great Cordycitis Caper

Journeying through the dense rainforest, the adventurers approach the grand city gates of Melina, only to be halted by guards announcing a citywide quarantine due to a mysterious disease. Using Drip's quick thinking and a fabricated tale about Cordycitis, they secure an audience with King Bontar. Despite the city's dire circumstances, the king's warmth is evident, and after a lavish feast, the group is dispatched to Lyraclese, the supposed epicenter of the outbreak. The desolate village paints a grim picture, and their investigation is interrupted by a grotesque creature emerging from a well. The ensuing battle leaves them pondering the connection between the creature, the disease, and their overarching mission.

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Ch. 9: Thieves, Sycophants, Socialites & Horses on Drugs

In pursuit of the elusive "Blanc Chamon", the adventurers delve into Melina's sewers, encountering the formidable Pattinia. Their quest takes a detour upon discovering an unconscious Gary, a vital informant, and a severely injured Natalia, whose tales hint at a greater menace. Their investigations lead them to the city's underbelly, from underground horse races to art auctions. A chance meeting with Reginald, a link to their target Alfred Balthazaar, reveals a dark secret of drugged horse races. As they navigate palace intrigues, Drip's disguise as 'Arnold' and a daring heist to retrieve a key for the Thieves Guild culminate in a power shift in Melina. With the treasure now accessible, the guild's resurgence threatens King Bontar's reign, setting the stage for political upheaval.

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Ch. 10: A Tale of Two Auctions
In the bustling city of Melina, the adventurers, nestled within the Thieves Guild headquarters, prepare for two significant events: the Melina Auction and the clandestine Underground Auction. Their recent heist, involving a key from King Bontar, has granted them access to a treasure trove hidden behind King Vergon's throne. As they navigate the guild's intricate politics, they're introduced to Leonard, their guide for infiltrating Alfred Balthazaar's Private Compound. The compound is believed to house the coveted orb, likely to be auctioned underground. After a brief interlude in the guild's cafeteria, where they meet the gruff cook Francis and his sidekick, Punchy the Squirrel, the group learns more about the secretive nature of the Underground Auction. As the day progresses, Leonard provides them with a plan to infiltrate the compound, emphasizing stealth and the looming dangers of the jungle. As they embark on their mission, Leonard's sudden shout of "OH MY GOD… DUCK" signals imminent danger.

 

Ch. 11: Too Many Dungeons, Not Enough Dragons
The group's journey into the jungle is abruptly halted by the appearance of a menacing creature, a Young Brass Dragon. A fierce battle ensues, with Leonard falling early in the skirmish. The group, however, manages to defeat the creature, with Magus delivering the final blow. With the immediate threat neutralized, they continue towards Alfred Balthazar's Private Compound. In a clearing, Leonard provides detailed instructions on navigating the compound's intricate layout, emphasizing the importance of stealth. He outlines their path through the compound, detailing their route through the ventilation system and the challenges they might face within. The group is tasked with navigating a maze of hallways, potentially blending in or avoiding detection in a gathering room, and ultimately reaching the collection area where the orb is believed to be. As they prepare to delve deeper into the compound, the session concludes, marking their progression to level 6.

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Ch. 12: We Came for the Orbs, Stayed for the Smoke Bombs

In the heart of the jungle, the adventurers uncover a hidden entrance beneath a mound, leading them into the ventilation system of Alfred's Compound. As they navigate the tunnels, they observe a bustling meeting hall below, filled with elegantly dressed patrons. Leonard, their guide, suggests an alternative route through the Guards' Hall, warning them of the elite collection guards known for their black uniforms and use of smoke bombs.

Upon entering the hall, a strategic confrontation ensues. Using a combination of magic and wit, the party manages to subdue the guards, with Elar and Magus making a grand entrance on a flying carpet. As they delve deeper into the compound, they encounter various rooms, including supply rooms and a gathering space adorned with banners and trinkets.

The pièce de résistance is a vast collection room, housing an array of precious items, from crystals and gems to fossils. A directory sign indicates the various floors of the collection, with each floor dedicated to a different theme. Drawn to a shimmering staircase, the party descends to the "History of Society" level, speculating that the orb they seek might be on the lowest floor. As they continue their quest, the mysteries of the compound and the challenges that lie ahead remain to be unraveled.

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Ch. 13: Klaxon, Klax-off

The adventurers' journey into the depths of Alfred's Compound continues as they traverse the grand "History of Society" floor. This vast expanse, reminiscent of a convention center, showcases the tapestry of civilizations through glass-encased artifacts. Among these treasures, the legendary Tree Painting stands out, a cultural cornerstone representing an entire religion focused on the veneration of art.

As they navigate the floor, the party is constantly on alert, wary of potential traps and the ever-present threat of elite guards. Their journey leads them to the "History of Law" level, a maze of serpentine hallways where they narrowly avoid a confrontation with a patrol of guards. Drip's quick thinking and disguise as one of the guards play a crucial role in their evasion.

Descending further, the party is transported into a realm that defies reality: The Garden. This sanctuary reimagines the laws of nature, presenting an Eden filled with diverse trees, shimmering ponds, and flowering plants that release mesmerizing pollen. Amidst this beauty, a glowing rectangle of blue light within one of the ponds catches their attention, hinting at mysteries yet to be unraveled.

As the adventurers delve deeper into the compound, each level presents new challenges and wonders. Their quest for the orb is fraught with danger, but the allure of discovery and the promise of untold treasures propel them forward.

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