The Imperial Wrecking Crew

The Mysterious 3rd continent
WTF how did that happen

The party was invited to the 3rd continent. They were tasked with takign back the sungem (stargem) to the leaders there. They were also tasked to retrieve a flying dreadnaught ship to aid in a posible war in the ether (space). To gain access to the ship they had to perform 3 tasks, retrieve 3 parts of BANE and return them to the councel of regents. They have just recently finished performing those three tasks.

The Saga Continues

Our adventurers have travelled far and wide. They have crossed their own continent thru all three major empires and kingdoms from Krondor in the north to the Desert Kingdom in the south. They have been to the second continent and travelled acros the Southern Kingdom of Helenor there and seemingly destroyed the Indhopanese/Krondorian machine works that was creating spelljamming/gnomish works powered air ships, that were terrorizing the Dunbarian skies and giving the Krondorians a major advantage They also helped stop a possible war there between the Northern Kingdon and the Southern one (Helenor). Then they got swept up in a mealstrom and ended up in the north on a forgotten island of ice. They rescued many strange humans and elves that claimed to be from the mysterious third continent, they even recieved an invite from them to their strange land. They then made their way to the first continent and then had to sail around the western and southern tip the whole way helping folk that needed it and adventuring and well destroying much in thier paths. They finally made it back to Dunbar. I will let them flesh out thier parts in the story but this is an update for those that were curious.

On a mission from Gods
Tactics... we don't need no stinking tactics

Nahtar seems to have fallen down on the job, therefore you shall hear the true tale from I, Roy O’ Bannon.
Following directions bestowed on us by the resistance fighters, we march towards our goals, find & stop the gnome whisperer, free the gnomes, destroy the airships. Our unofficial group goals include: Kill Archon, destroy everything, the bigger the boom the better, teach Ciara and Jierun to read.
On the way, our ranger, Carter, is sent forth to scout, and doesn’t come back when scheduled, we head out to find him, and he has come across more rangers who are convinced he is a simpleton and are feeding and taking care of him. We convince the rangers that he is our simpleton and continue on our way.
Jierun gets called back to our continent, we wish her well and she disappears.
We are met by a lord and his people, a very upright honorable man. His wife as we learn is a relative of mine. Delightful lady, excellent hostess with impeccable taste in wine, also of note, half elven, and openly so, something that would have been carefully hidden as it was with my mother in my own time. We are informed the ferry will be nearly a week in coming. They host us not in their palace but in their preferred home, complete with a temple of Tempest. At this temple to Tempest Gregor dumps a large pile of gold on the altar (as he always does), and, instead of it just going to the church, the gold is used to outfit a troop unit in his likeness to defend the area. Frankly that is a terrifying thought. Gregor grows immediately bored with the courtly behavior and takes off with a bag of potatoes to take his frustrations out on, he is quickly stopped and led to baneite prisoners that he is told he is welcome to do what he wishes to as punishment for their crimes, his likenesses follow for “training”.
Ciara, to her credit, tries to be courtly(I believe I shall take that upon myself to hone for she has the courtly grace of a lumbering bear). Our hosts lead her to the temple of Tempest as well, she has not had a chance to donate to her god Tempest in some time, dumps a large portion of her monies on the altar with reverence. Apparently Gregor dumped enough for a unit, Ciara dumped enough gold to outfit a small army. Our hosts in her honor ask to form a fighting force of all women to defend this area, Ciara delightedly agrees. Her remaining 4 staunchly loyal fighters moral seems to improve instantly as she instructs them to start training these women in her fighting style. Meanwhile Nahtar disappeared with the local mages for some deep philosophical discussions. Carter, ate something less than good and spent the time in the wagon. Dar dutifully stayed by my side, though I believe he enjoyed not having to watch me as closely (I know I certainly did), and I know he was relieved to visit with his god Tempest once more.
That evening we eat with the Lord, his lady, and their people. His people ate at the same table as he, Ciara’s fighters were given the same honor. The fare was simple but plentiful and the wine was of course superb. We talked of many things and it was an enjoyable and informative evening. While our honored host is otherwise occupied we “help ourselves” to his supplies. (Note to Liad: While not officially an ally, this Lord is staunchly honorable and decidedly favoring our cause in that unofficial way, he armed us with mines, fighters, food, and weaponry).
The next morning, our hosts are out on maneuvers so we leave quietly, some of the group of lady fighters Ciara sponsored turn renegade and leave with us. Six lady fighters in total, much to my pleasure, and Ciara’s 4 remaining men. Ciara in her usual manner seemed deeply moved that they would join her cause, and vowed that if they survived they would find a home in her land.
We load onto a ferry and try hard to not look hostile with a ballista clearly mounted on the roof of the wagon. Talk is very subdued and even more so when an evil Indopanar soldier buys passage on the same ferry. he disembarks a day before we do at an earlier landing. Ciara’s new fighting ladies prove useful and lead the way to a hidden tunnel/ passage that will take us to within a day and a half of the airships / staging keep for the enemy.
By the second night, we safely reach the end of the tunnel, scouts are sent ahead and report back no threats in the immediate area, beaches are 2-3 hours away. Camp is made and siege discussions begin, Stabby, Ciaras new sword, so far, seems rather useless, well, aside from keeping Ciara’s well known temper from flaring up quite as quickly. We make it all the town below the keep we are to take out, and still no plan is decided on. Straight to the tavern the party goes, and learns to town is under martial law. Gregor quickly gets asked to leave, so he does, and takes a wall with him. He is promptly arrested and sent to the keep for imprisonment and possible execution.
After a brief discussion on rescuing Gregor, we think better of it, and send Nahtar to the keep to get hired as an engineer. A series of thumps on the tavern roof, and the city goes into lock down. Apparently the prisoners all escaped and rioted, the survivors were tossed over the cliff landing on the town and tavern below. We deem the tavern to be rather useless, so return to our wagon as soon as the lock down is lifted. Leaning on our wagon, the infamous Lobo awaits us. Gregor soon returns with a rather smug look on his face.

More to come

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.

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.

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.

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.

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.

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.

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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