The Imperial Wrecking Crew

Viva La Resistahnce
Massive allied casualties

Leaving Our Gnomish Friends leads to an Indopanese resistance cell. Gregor is shot twice in the chest with cannon while riding a bull. Roy plummets in from a malfunctioning Cloak of the Bat while Carter is found out in the woods. After these minor misunderstandings, we establish ourselves as friends. Roy signals the rest of the group, Nahtat and Ciara, by launching a lightning bolt into the air.

Which attracts an old red dragon.

Most of the resistance dies. Most of Ciara’s troops die. Eventually, the great beast is brought down by heavy fire from all quarters. We capture it’s treasure horde, which includes a talking sword and a Gnomish Chess Set. Gregor scoops up all of the other weapons.

We gift the chess set to the Gnomes who begin to play ecstatically. After a great deal of help from Nahtar, the Gnomish philosophers win. This creates an glowing portal through which the wizard steps. He ends up in the Gnomish philosopher’s guild.

They explain that the chess set can be used as a teleporter based on the winning and losing teams. Nahtar arranges for a set to be created that will teleport them to the Gnomes that are being controlled by The Gnome Whisperer.

Before their plan can be put into action a squad of deathknights attacks. Gregor, Ciara, Jhirun, and Nahtar all slay Knights; Nahtar going into a particularly violent fit when he barely holds his own against the one that engages him.

Liad shows up to cleanse the evil weapons they have recovered. And so they wait until the next day to put their teleportation plan into effect.

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Our Gnomish Friends
Crazy little buggers

We enter a large Gnomish enclave. These creatures are the source of all the bizarre technology that’s shown up in Dunbar. They tell us that the Indopanese, with likely help of Bane, have enslaved many of their kind.

We are tasked with freeing their kindred from The Gnome Whisperer. This creature forces Gnomes to release sub-par inventions. The Gnomes also gift us the Discombobulator for use in defeating dangerous devices.

The Indopanese resistance forces are our next stop. Hopefully, they can help us gain access to our objective.

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Portal to a New Land
Destiny awaits the crew on the open sea

After finding their way to the port, the crew boards a Dunbarian vessel in route for the distant Indoponese continent. Our mission is to find and eliminate the source of Krondorian airship technology.

The trip is fraught with danger. Gith pirates and sea creatures assault us. Eventually, we find our way to an island stronghold of Tempus where countless cursed objects are stored. While the temple itself is safe, the crabmen who tend it are under attack from harpies and sirenes. After defeating the beasts, who call upon a terrible Giant Octopus, we make our way to their treasure trove of countless riches.

Content with the safety of the island, we set out further towards the continent.

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The Ironworks
Collapsing mountain? Not the first. Not the last.

The group manages to reach their goal. First, they kidnap the chief Krondorian engineer and his family. The Krondorians are surprisingly willing to go, and reveal that this type of thing has happened before.

After that, things get violent. The Ironworks is assaulted under cover of darkness. Numerous guards die. However, they’re not the main problem. The massive slave population, many thousands, must be evacuated before the facility can be destroyed.

A recovered amulet provides the key as Nahtar reluctantly seizes control over thousands of slaves to order them out. The signal is sent to Liad, and he descends in the massive stolen Krondorian airship. After the last of the slaves is aboard the group takes the ground route out while Krondor’s greatest military asset crumbles beneath their feet.

The Imperial Wrecking Crew has wrecked well this day.

Next stop – a port city. It turns out that Krondorian technology originates in a far off land, and it must be tracked and destroyed if there is to be any peace.

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The Infiltration of Krondor
We buy slaves...for justice!

The Krondorians are indeed unaware of The Imperial Wrecking Crew’s presence. The illusion is maintained with Roy posing as a powerful foreign merchant prince. Purporting to trade in wine, the complete lack of any wine to trade rears it’s ugly head. Only some fast talking from Roy, and the occasional cunning distraction of his giant babbling eunuch servant, saves the day.

The Crew sees Krondorian horror and cruelty at its worse inside a gladiatorial slave city. Reluctantly, they are forced to compromise impeccable moral character and good taste by purchasing slaves, bribery, and gladiatorial attendance.

Roy is personally assigned the slave gladiator Dar, who quickly learns of the group’s true mission. Things go badly when Gerune makes a second attempt to enlighten another purchased slave. The magic binding him is far more crushing than what binds gladiators, and the slave almost loses his mind.

The group is almost exposed again when elven wizard Nahtar, posing as Roy’s steward, encounters a Banite bounty hunter wearing a necklace of elven ears. Things might have degenerated into open combat, but the bounty hunter leaves town that night. He neglected to tell his allies, though, and they worriedly search for him. Perhaps Nahtar’s disrespectful reply, “I don’t know where the hell he is”, prompts them to search the wagon. Only an enraged Roy and hysterical Gregor convince them otherwise without starting a full fledged battle.

Required to leave the city that night, the group continues on towards their goal: The Ironworks.

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Hammerfall
Begin the siege of Krondor!

The wagon is upgraded with stables, special horses, and even more important – a primitive spelljamming helm. The helm allows passage over steep grades, rough terrain, and even small canyons.

We are instructed to attack Krondor’s main ironworks. Rescue the slaves, then raze it to the ground. A path is cleared and the journey begins.

An outlying tower is encountered shortly after entering Krondor. It is utterly leveled by Gregor and his Hammer of Tempest. Surviving troops flee the rubble in terror only to be cut down by the Crew. One poor soul finds the upgraded wagon can now lurch short distances by goosing its helm. Crushed.

The Crew regroups to continue on. There were no survivors, so with luck Krondor remains ignorant of the attack for a little longer.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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