Claireborne

Well Dorothy This Is No Three Hour Tour

Adruxor Raine, Sparky and Karma VanDamme have awakened to a new day aboard the Storm Dolphin. They have been on this boat for three weeks – half way to their destination; they are going to the colony Benkirk from the city of Bolermo, Jordan. Captain Smudge runs the ship. Not much is known about him as these three don’t sail in the same league as the captain. Heck our heroes still sleep on the deck. The captain announces that a storm is coming to everyone and just off on the horizon dark clouds can be seen. This scene along with the mysterious death of a crewman (which was not advertised much) casts a dark cloud over the ship.

Sparky uses her charming personality to acquire better accommodations by talking to a bunch of betties knitting. One of them agrees to let Sparky and her two companions to sleep outside her door in the hallway tonight. That night the three adventurers wake up to find water drenching them. Water is coming through the opening down the hall. Karma runs down the hall to shut the door only to find it missing from its hinges. Upon peeking her head out, Karma notices the forcastle is damage; each wave hitting the boat is sinking the ship lower. No lifeboats are seen and no sign of the captain is to be had anywhere.

Sparky starts to wake up the passengers and corral them to safety. Raine and Karma head to the captain’s quarters only to find it and the safe within empty. Suddenly a powerful wave crashes through the windows; realizing the stern is now sinking Sparky and Karma head down the hall figuring Raine is behind them. All of a sudden a large crack is heard as the ship starts to tear apart and everyone blacks out.

Raine, Sparky and Karma wake up washed up on a beach tired and wet but safe. A few boards and debris from the ship lie near them. The moon can be seen in the night sky though it appears a little to close to land. City lights can be seen in the distance with some smaller lights coming towards the beach. Hiding the three adventurers notice two men who are dressed as constables roam around the beach area for a bit and then head back to the city. Raine steps out as they are leaving hailing them for help. Eventually the others come out as well and the authorities take the three of them into town to the nearest tavern to stay the night.

During the morning the next day, all three have breakfast downstairs seeing farmers and other members of the population expectantly looking at the grandfather clock as the big hand approaches the 6AM mark. One person appears to go crazy shouting “Five!!” while running out the door. The moon goes down suddenly and the sun now shine in its exact location. The sky appears green. The three adventurers go back to the beach to look for debris and supplies finding only children collecting wood from the destroyed ship. The kids explain about Hardian’s Wall and how it keeps water out pointing above them. A whale can be seen swimming above some type of transparent substance in the sky. At this point all three realize they are in a dome under water.

A bell suddenly rings and the kids exclaim it’s the school bell. A boy named Brian drags Raine with him for show and tell saying he’s a “silky”. Karma and Sparky follow. After the school day ends Raine, Karma and Sparky are filled in by the teacher about the history of this place. The three of them discover they are in the city of Brittlewick. She explains about a spellcaster named Gunderson who created this world. His body is entombed within the Wizard’s Tower. He died when his was 940 plus years old about 1500 years ago. All this time his spells maintaining this world still work. The teacher explains a vortex supports the city with fresh water being pumped in from the ocean(?) and water and waste pumped out another river. His spell causes the sun and moon to change places at 6AM and 8PM every day.

The three newcomers leave the teacher and soon find themselves interacting with a singing blacksmith. He sharpens Karma’s cestuse and Raine’s dagger. The smith gives Raine a note to give to the pawn shop owner down the way. The adventures go to see the pawn shop owner, whose name is Diccon, and he gives the three of them a job: sneak into Decklan’s Family Vault and bring him any treasure they find. They accept the offer.

Decklan’s complex has mercenaries guarding it. After watching them for a time a pattern is discovered in their movement and exploited resulting in one guard killed initially and the other two unaware of it. A trap door is discovered where the one guard is killed when said guard pisses himself at death. All three descend down the trap door with Karma dextriously pulling the rug over it. They come across a mosaic with discs in front of it. Figuring it for a “key” of sorts the discs are places in there matching mosaics. A hallway to a spiral staircase opens. Two sets of subrooms are on either side of the wide walkway with a portcullis blocking any further advancement. Portable ladders are found and used by Spark and Karma to descend into the subroom with armor in it. It’s there a suit of armor holding a lever is seen. Raine is left on top to watch for the guards. Upon stepping onto the floor of the room two lemurs in armor appear attacking. Raine blasts them Emperor Palpatine Force lightning style. One is quivering in shock but the other jumps up to the top. The lemur soon kicks his ass knocking him out. Karma ascends the ladder kicking the monkeys ass into another subroom causing the little bastard to fall on sharp weapontry and die. Sparky throws the lever in the armor room. Raine is healed.

Each subroom has its own challenge that are conquered by the heroes via working together: an iron snake, a statue that spews killer smoke and an annoying imp. With each lever thrown the portcullis is finally opened. A staircase going down to another hallway is discovered. Seeing slits in the walls and figuring traps are down there Karma gets the dead monkey body and throws it down there. Three blades slice up the monkey before it hits the ground. The party goes to just in front of the trap. Sparky and Karma put their ropes together and attach a grappling hook. Sparky tosses it down the hall to where the lever is located yanking it down shutting off the trap.

After another trap is dealt with, an uncut diamond in the shape of a fist is soon found. Figuring this is what Diccon wants they take it but the party soon have to deal with a number of burning skeletons. Once they are dealt with all three backtrack to the trap door. Knowing they have to deal with the remaining two mercenaries, a trap is set where Karma finally gets to do her VanDamme ceiling spit move above the door the guards will return through with Sparky standing behind it. Raine stands at the end of the hallway. The guards are killed and positioned with the first body making it look like they are having a tryst and 69 in the bedroll.

The group returns the diamond fist to Diccon for 5 gold pieces each. They leave heading to the doctor’s to get their wounds healed. He mentions his daughter runs a potion shop and of Hagens’ Box that rids the curse on the diamond fist (given to Diccon). The temple that has it also house a bunch of undead. The part visits the Ancient Elixir Market where the doctor’s daughter, Clarissa Farobright, works. We talk a spell and Karma notices she does not have a bell above her door to let the intense reader know she has customers. Karma visits the smith next to have a bell and rod made and soon returns to see Clarissa showing and installing the bell above the door. Clarissa is very happy. She hugs Karma and gives her two potions of cure light wounds for her kindness.

The group splits up to run a few individual errands before setting off to find Hagen’s Box. Karma goes to the woodworker, Twofold, making a deal with him to purchase a short bow for 2GP: Gather undead and animal bones for him to use.

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