Part One: The Great Skymetal Rush
(All the PCs have now gone up to Seasoned, huzzah! I also broke out the Savage Worlds Adventure Cards for this module)
In the previous adventure, the party discovered that their former employer Saul Vancaskerkin was secretly allied with Drow agents planning to deliver a terrible catastrophe unto the city of Riddleport. Although the dark elf Depora Azrinae escaped, the heroes did discover evidence of a Drow outpost on the Devil's Elbow, a remote island south of the city that was recently struck by a falling star. The PCs are keen to travel to this island - but they are hardly the only group with a sudden interest in the Devil's Elbow. 'Skymetal' is a rare and valuable commodity and several prospecting parties have already set off to gather as much of the stuff as they can get their grubby paws on.
In the previous adventure, the party discovered that their former employer Saul Vancaskerkin was secretly allied with Drow agents planning to deliver a terrible catastrophe unto the city of Riddleport. Although the dark elf Depora Azrinae escaped, the heroes did discover evidence of a Drow outpost on the Devil's Elbow, a remote island south of the city that was recently struck by a falling star. The PCs are keen to travel to this island - but they are hardly the only group with a sudden interest in the Devil's Elbow. 'Skymetal' is a rare and valuable commodity and several prospecting parties have already set off to gather as much of the stuff as they can get their grubby paws on.
Captain Josper Creesy
Kwaya (an agent of the Shin'Rakorath, who the party teamed up with in the previous adventure) has received orders to continue his investigation into Drow activity in the area. The elf hires the services of Captain Josper Creesy and his ship, the Flying Cloud to ferry he and the heroes out to the island.
The night before the group are due to embark upon their voyage, Captain Creesy invites the heroes to dine with him aboard his vessel, his intention being to sound out his passengers and their purpose. The party assume the role of opportunistic skymetal prospectors and play coy on the issue of dark elves, as most ordinary folk reckon the Drow to be about as real as Santa Claus. With the highest Persuasion skill, Danforth does most of the talking (well, mumbling - he did lose half his face during the previous adventure). Captain Creesy accepts their explanation, but suspects that the party are not telling him everything (opposed roll Persuasion v.s Smarts, Danforth was one point short of a Raise). Alesander quickly leads the captain into a discussion on how seamen rely on the stars for navigation, before he can pry any deeper into their business.
Lyselle - who dislikes being stuck indoors at the best of times and finds boats particularly claustrophobic - decides to head up on deck for some air. She is alarmed to learn that the ship appears to be on fire! Several of Creesy's unconcious men are strewn across the deck and the arsonists are escaping down the gangplank. The half-elf raises the alarm.
(Rather than a combat encounter, I treated this event as a Dramatic Task. The party had 5 rounds to extinguish the fire before the sails & rigging are completely consumed by the flames)
The night before the group are due to embark upon their voyage, Captain Creesy invites the heroes to dine with him aboard his vessel, his intention being to sound out his passengers and their purpose. The party assume the role of opportunistic skymetal prospectors and play coy on the issue of dark elves, as most ordinary folk reckon the Drow to be about as real as Santa Claus. With the highest Persuasion skill, Danforth does most of the talking (well, mumbling - he did lose half his face during the previous adventure). Captain Creesy accepts their explanation, but suspects that the party are not telling him everything (opposed roll Persuasion v.s Smarts, Danforth was one point short of a Raise). Alesander quickly leads the captain into a discussion on how seamen rely on the stars for navigation, before he can pry any deeper into their business.
Lyselle - who dislikes being stuck indoors at the best of times and finds boats particularly claustrophobic - decides to head up on deck for some air. She is alarmed to learn that the ship appears to be on fire! Several of Creesy's unconcious men are strewn across the deck and the arsonists are escaping down the gangplank. The half-elf raises the alarm.
(Rather than a combat encounter, I treated this event as a Dramatic Task. The party had 5 rounds to extinguish the fire before the sails & rigging are completely consumed by the flames)
Initially, the party mill around like headless chickens, uncertain of what to do. Lyselle focuses her efforts on preventing the saboteurs from cutting the mooring lines. Danforth casts Boost Trait [Climbing] on Hesker, who will clamber up the rigging and cut the burning sailcloth free before the fire can spread. The half-orc immediately rolls a CRITICAL FAILURE. 30ft above the deck, the rope that Hesker is scrambling up burns through and she falls. (Falling damage in Savage Worlds equals 1d6 every 10ft fallen - and this can Ace like any other damage roll - I rolled 36, which could well have killed the character outright, so I ruled that Hesker had landed in the water, halving the damage to 18, which only caused two wounds).
Captain Creesy orders his own men up into the rigging to finish the job. Although several of them are quite badly burnt, they do manage to cut the flaming sail free. Alesander casts Healing on the sailors with the most severe burns. The seamen mock the party for being a group of useless landlubbers - which to be frank, they were. Someone fishes Hesker out of the harbour before something predatory decides to eat her.
Realising that their attempt to burn the Flying Cloud to the waterline has been foiled, the arsonists flee - though not as quickly as they might have liked, as several are bristling with Lyselle's arrows. The PCs catch the slowest one and drag him back onto the ship to be questioned. Hesker leads the interrogation but the arsonist isn't talking (and she is reluctant to spend her last Benny). Danforth thinks that he recognises the man as one of Clegg Zincher's lackeys that participated in the raid on the Golden Goblin in the previous adventure. Meanwhile, Captain Creesy is busy replacing the ruined sailcloth and by mid-afternoon the next day, the Flying Cloud is ready to sail!
Captain Creesy orders his own men up into the rigging to finish the job. Although several of them are quite badly burnt, they do manage to cut the flaming sail free. Alesander casts Healing on the sailors with the most severe burns. The seamen mock the party for being a group of useless landlubbers - which to be frank, they were. Someone fishes Hesker out of the harbour before something predatory decides to eat her.
Realising that their attempt to burn the Flying Cloud to the waterline has been foiled, the arsonists flee - though not as quickly as they might have liked, as several are bristling with Lyselle's arrows. The PCs catch the slowest one and drag him back onto the ship to be questioned. Hesker leads the interrogation but the arsonist isn't talking (and she is reluctant to spend her last Benny). Danforth thinks that he recognises the man as one of Clegg Zincher's lackeys that participated in the raid on the Golden Goblin in the previous adventure. Meanwhile, Captain Creesy is busy replacing the ruined sailcloth and by mid-afternoon the next day, the Flying Cloud is ready to sail!
Part Two: The Devil's Elbow
The journey from Riddleport to the Devil's Elbow takes five hours, the Flying Cloud reaches the island as the sun is setting. Smoke rises from an ENORMOUS crater that has decimated the north-eastern flank of the island. As the party gawk at the unprecedented level of destruction, they notice strange lights in the sky above the abandoned town of Witchlight on the island's central ridge. Captain Creesy is spooked and tells the party he will drop them off at the old pier and come back to collect them in three days time - he wants nothing more than to put this creepy, silent island to his rudder.Danforth tries to persuade him to wait for them (failure, he needed a Raise), then tries Taunt instead (suggesting the captain is a coward). That fails as well, Creesy isn't stupid and it wouldn't take a brilliant mind to realise that this island is not a healthy place to linger.
Gravin Goldhammer of Goldhammer's Expedition
As the Flying Cloud moors up at the old pier, the crew are hailed from the derelict waterfront. A group of bloodied dwarves emerge from hiding, the leader introduces himself as Gravin Goldhammer of the Goldhammer Expedition. He and his lads have been struck on this awful island for several days and most of them have already been dragged off by the island's dreadful denizens. The survivors plead that Captain Creesy take them back to Riddleport - no amount of skymetal would make it worth staying on the island a moment longer! Creesy agrees to take the dwarves home, promising that he will still make the rendezvous with the PCs. Goldhammer warns the party that to head inland is an act of folly that will likely see them all killed. The heroes thank the dwarf for his concern but immediately disregard his council.
The party head along the overgrown trail winding up towards the abandoned settlement atop the ridge, where Goldhammer told them that the Cyphermages from Riddleport had made their camp (although whether any of them are still alive remains to be seen). As the road snakes through the ominously silent wilderness, they glimpse the Flying Cloud sailing away from the island. Danforth also spots something moving through the undergrowth, keeping parallel to the party. He only catches a fleeting glance of the elusive critter, but it vaguely resembles a large wolf - only it is blue and has... tentacles?!? Whatever the strange creature may be, it seems content to merely track the trespassers from a distance as they march on Witchlight.
Reaching the ghost town, the party have a poke around. Several ruined buildings surround a tall tower that leans at a worrying angle (it was damaged when the comet hit the island). The ground is littered with (reasonably fresh) corpses, grey skinned with twitching growths protruding from their open mouths, like some sort of grotesque, swollen tongue. When these bodies (Void Zombies) rise, they do so in utter, eerie silence. Alesander and Danforth notice the threat, but Hesker and Lyselle are taken completely by surprise.
The party head along the overgrown trail winding up towards the abandoned settlement atop the ridge, where Goldhammer told them that the Cyphermages from Riddleport had made their camp (although whether any of them are still alive remains to be seen). As the road snakes through the ominously silent wilderness, they glimpse the Flying Cloud sailing away from the island. Danforth also spots something moving through the undergrowth, keeping parallel to the party. He only catches a fleeting glance of the elusive critter, but it vaguely resembles a large wolf - only it is blue and has... tentacles?!? Whatever the strange creature may be, it seems content to merely track the trespassers from a distance as they march on Witchlight.
Reaching the ghost town, the party have a poke around. Several ruined buildings surround a tall tower that leans at a worrying angle (it was damaged when the comet hit the island). The ground is littered with (reasonably fresh) corpses, grey skinned with twitching growths protruding from their open mouths, like some sort of grotesque, swollen tongue. When these bodies (Void Zombies) rise, they do so in utter, eerie silence. Alesander and Danforth notice the threat, but Hesker and Lyselle are taken completely by surprise.
Void Zombies
Danforth declares two actions (sling a rock at the nearest zombie then begin barricading the entrance to the ruined building) and succeeds on both counts, despite the multi-action penalty. Alesander shakes another with Bolt, even as more of them break through the windows from outside, their long, horrible tongues questing into the room. More Void Zombies begin battering the makeshift barricade. One zombie is close enough to attack Hesker (with The Drop) but does insufficient damage to defeat her toughness.
Ignoring the grasping grey hands clawing at his face, Danforth continues to pile ruined furniture in the doorway. Hesker turns and lashes out at the Void Zombie behind her. The window beside Lyselle shatters inward and a long, glistening tongue slobbers over her face (eww).
Another Void Zombie ensnares Hesker with its tongue attack and begins to drain her blood, fortunately the half-orc has a high Vigor and avoids taking a level of Fatigue. Danforth slings a piece of rubble at the creature harassing Lyselle, it is shaken.
Alesander manages to knock a zombie off its feet, two more shamble up to take its place. A serpentine tongue snakes around the young astrologers ankle. The Void Zombies still outside have almost broken through the barricade and Danforth has run out of furniture. Moments later, the horde breaks through and swarm into the building! Alesander fails his next Vigor roll and takes a level of Fatigue as he contracts Void Death off the parasitic creature latched onto his leg. Faced with overwhelming numbers, both Lyselle and Danforth are pressed to draw their melee weapons and wade into the fray! The party cut down the remaining zombies, but Alesander is not looking too hot. His skin is developing an unhealthy grey pallor....
Ignoring the grasping grey hands clawing at his face, Danforth continues to pile ruined furniture in the doorway. Hesker turns and lashes out at the Void Zombie behind her. The window beside Lyselle shatters inward and a long, glistening tongue slobbers over her face (eww).
Another Void Zombie ensnares Hesker with its tongue attack and begins to drain her blood, fortunately the half-orc has a high Vigor and avoids taking a level of Fatigue. Danforth slings a piece of rubble at the creature harassing Lyselle, it is shaken.
Alesander manages to knock a zombie off its feet, two more shamble up to take its place. A serpentine tongue snakes around the young astrologers ankle. The Void Zombies still outside have almost broken through the barricade and Danforth has run out of furniture. Moments later, the horde breaks through and swarm into the building! Alesander fails his next Vigor roll and takes a level of Fatigue as he contracts Void Death off the parasitic creature latched onto his leg. Faced with overwhelming numbers, both Lyselle and Danforth are pressed to draw their melee weapons and wade into the fray! The party cut down the remaining zombies, but Alesander is not looking too hot. His skin is developing an unhealthy grey pallor....
Samaritha Beldusk, apprentice Cyphermage
The tower door pops open and a familiar face appears in the gap, it is Samaritha Beldusk (the half-elf who waitressed at the Golden Goblin before being apprenticed to the Cyphermages). Unfortunately, her master (also the leader of their expedition to the island) was killed soon after arrival and now the surviving scholars are looking to Samaritha to get them back to Riddleport in one piece. It was the Cyphermages trapped in the tower that created the lights that the PCs saw from the deck of their ship upon their approach to the island, they were trying to signal that they needed to be rescued. Samaritha is frustrated to learn that their efforts only served to frighten the superstitious sailors into leaving the Devil's Elbow immediately. The party tell her that the Flying Cloud is coming back for them in three days and they are welcome to join them on the return journey (assuming that anyone is still alive in three days time - things are not looking good for Alesander). The Cyphermages have already seen what happens to those afflicted with Void Death and immediately recognise the symptoms that the young astrologer is exhibiting. Some of the frightened mages want to drive Alesander out, but Danforth (with Samaritha's support) convinces them that the condition can be cured before his transformation into a Void Zombie is complete.
Akata, alien tentacle hound from space
The party spend the night resting in the tower. Before dawn, the lookouts raise the alarm - the tower is being attacked by a large pack of Akata (the blue, tentacled hounds that Danforth glimpsed in the forest).
Danforth slings a rock into the pack of Akata swarming around the base of the crumbling tower. Alesander (who is still feeling a little under the weather) casts Bolt from the roof, blowing two of the beasts apart. Hesker goes on hold, waiting for the Akata to break through the door at the base of the besieged tower. The blue, tentacled hounds swarm forward and (to the horror of every player at the table) begin to scramble up the outside of the tower! A few remain on the ground, throwing their muscular bodies against the barricade. Three of the creatures have made it almost to the very top of the tower, Lyselle leans over the parapet and shoots one in its tentacles face at point blank range. It loses its grip on the wall and tumbles 30ft, its lifeless body crumpling against the distant ground.
Its foundations weakened by the recent impact of the falling star on the other side of the island, the tower begins to topple sideways as the the alien monsters swarm up the exterior walls! Everyone makes a straight Agility roll to stay on their feet. Several Akata are shaken off the sides of the tower, but they soon pick themselves up and begin climbing back up again. Danforth is shaken as one lashes him with its tentacles, targeting the poor halfling through the window he had been standing beside. Hesker picks herself up as four of the silent, blue hounds slink into the tower and circle her menacingly. Up on the roof, Lyselle rolls a CRITICAL FAILURE - another tremor shakes the tower, jolting her sword out of her hand, the half-elf is now unarmed. Samaritha and the other Cyphermages have taken shelter on the second level of the tower, several Akata have squeezed in through the windows to attack the defenceless academics.
The tower continues to shudder alarmingly. Large cracks begin to appear across the exterior walls. Lyselle whips the dagger out of her boot to defend herself. Realising the half-elf's peril, Alesander turns from his own shaken adversary and launches two Bolts at the Akata advancing on Lyselle, both are destroyed.
Suddenly, the tower begins to fall sideways, the strain upon it finally breaking its ancient stonework asunder. On the ground floor, Hesker and the four Akata surrounding her are buried beneath the falling debris (three of the creatures are killed outright, the fourth gets out of the way - Hesker herself is entombed beneath the rubble, but against the odds remains uninjured). Up on the roof, Alesander and Lyselle are thrown into the air and plunge 20ft to the ground, the astrologer is merely shaken as he rolls to his feet, but the half-elf sustains a wound as she hits the ground with all the grace of a brick. Danforth, Samaritha, the four remaining Cyphermages and two surprised Akata are still inside the sundered tower as it begins to ponderously roll down the steeply sloping hillside...! It rolls over the remaining creatures (squish) then disappears over the edge of the cliff, freefalling some 100ft into the ocean far, far below. Battered and bruised, Danforth and the surviving Cyphermages swim for the surface. They notice the Akata thrashing in the water - they almost seem to be dissolving! Their sanctuary destroyed, Samaritha suggests that the party make for Clegg Zincher's camp and beg the Riddleport crimelord to take them under his protection. Danforth isn't wild about this plan, but the party have worked with Zincher in the past, so maybe they can reach a mutually beneficial arrangement with the man again.
Meanwhile, Alesander and Lyselle dig Hesker out of the rubble. Alesander rolls Vigor again to see if his condition grows any worse, fortunately it does not (for the time being anyway).
Danforth slings a rock into the pack of Akata swarming around the base of the crumbling tower. Alesander (who is still feeling a little under the weather) casts Bolt from the roof, blowing two of the beasts apart. Hesker goes on hold, waiting for the Akata to break through the door at the base of the besieged tower. The blue, tentacled hounds swarm forward and (to the horror of every player at the table) begin to scramble up the outside of the tower! A few remain on the ground, throwing their muscular bodies against the barricade. Three of the creatures have made it almost to the very top of the tower, Lyselle leans over the parapet and shoots one in its tentacles face at point blank range. It loses its grip on the wall and tumbles 30ft, its lifeless body crumpling against the distant ground.
Its foundations weakened by the recent impact of the falling star on the other side of the island, the tower begins to topple sideways as the the alien monsters swarm up the exterior walls! Everyone makes a straight Agility roll to stay on their feet. Several Akata are shaken off the sides of the tower, but they soon pick themselves up and begin climbing back up again. Danforth is shaken as one lashes him with its tentacles, targeting the poor halfling through the window he had been standing beside. Hesker picks herself up as four of the silent, blue hounds slink into the tower and circle her menacingly. Up on the roof, Lyselle rolls a CRITICAL FAILURE - another tremor shakes the tower, jolting her sword out of her hand, the half-elf is now unarmed. Samaritha and the other Cyphermages have taken shelter on the second level of the tower, several Akata have squeezed in through the windows to attack the defenceless academics.
The tower continues to shudder alarmingly. Large cracks begin to appear across the exterior walls. Lyselle whips the dagger out of her boot to defend herself. Realising the half-elf's peril, Alesander turns from his own shaken adversary and launches two Bolts at the Akata advancing on Lyselle, both are destroyed.
Suddenly, the tower begins to fall sideways, the strain upon it finally breaking its ancient stonework asunder. On the ground floor, Hesker and the four Akata surrounding her are buried beneath the falling debris (three of the creatures are killed outright, the fourth gets out of the way - Hesker herself is entombed beneath the rubble, but against the odds remains uninjured). Up on the roof, Alesander and Lyselle are thrown into the air and plunge 20ft to the ground, the astrologer is merely shaken as he rolls to his feet, but the half-elf sustains a wound as she hits the ground with all the grace of a brick. Danforth, Samaritha, the four remaining Cyphermages and two surprised Akata are still inside the sundered tower as it begins to ponderously roll down the steeply sloping hillside...! It rolls over the remaining creatures (squish) then disappears over the edge of the cliff, freefalling some 100ft into the ocean far, far below. Battered and bruised, Danforth and the surviving Cyphermages swim for the surface. They notice the Akata thrashing in the water - they almost seem to be dissolving! Their sanctuary destroyed, Samaritha suggests that the party make for Clegg Zincher's camp and beg the Riddleport crimelord to take them under his protection. Danforth isn't wild about this plan, but the party have worked with Zincher in the past, so maybe they can reach a mutually beneficial arrangement with the man again.
Meanwhile, Alesander and Lyselle dig Hesker out of the rubble. Alesander rolls Vigor again to see if his condition grows any worse, fortunately it does not (for the time being anyway).
Their situation is desperate and their resources limited, one member of the party is wounded and another afflicted with a degenerative alien disease. The heroes reluctantly approach the fortified campsite of Clegg Zincher's expedition. They are challenged by a patrol of Riddleport toughs and escorted between a row of empty tents towards the big man's pavilion. The party notice that the crimelord's cronies are muttering mutinously as they cast dark glances at Zincher's tent. Alesander & Danforth are led to the infirmary, which is already occupied by two dying men in the final stages of Void Death. They have both been securely bound to their beds, to prevent them causing any mischief upon their inevitable transformation into Void Zombies. Apparently, Zincher plans to allow the change to occur before surgically extracting the larval growths which will eventually hatch into Akata. Zincher plans to pit these alien monsters against all comers in his Riddleport arena. Neither Alesander or Danforth consider this to be a particularly bright idea, as while the Akata are isolated on the Devil's Elbow they pose no threat to the rest of Golarion. Zincher's men recognise Alesander's symptoms and insist that he also be restrained, lest he succumb to the strange sickness. As the Golden Hour has passed, the only thing that can help Danforth now is lots of bed rest.
Clegg Zincher
Meanwhile, Hesker & Lyselle renew their acquaintance with Clegg Zincher, who is looking somewhat more bedraggled than last they met. He is prepared to let the group stay (he has plenty of space, his own expedition has fared no better than Goldhammer's or the Cyphermages), providing that they pull their weight, ie: defending the camp perimeter, gathering skymetal, trapping like Akata, etc. Hesker notices that Zincher is behaving oddly, his eyes are out of focus and he seems to have trouble staying on topic. Being a stupid half-orc, she just assumes that he is drunk or something. The heroes agree to perform Zincher's laundry list of dangerous chores, they will have to work twice as hard as Danforth and Alesander are kicking back in the infirmary tent and not helping in the slightest. (Danforth fails his natural healing roll and retains his two wounds, Alesander makes his Vigor check, so at least his illness does not get any worse).
The party do make the mistake of letting slip about their rendezvous with the Flying Cloud. Zincher and some of his goons head over to the old pier and storm the ship when it moors up to collect the PCs. Captain Creesy and his men are all captured. Zincher leaves a couple of his men to guard them and protect his new boat.
As Samaritha and the PCs make ready to leave, Danforth creates a distraction by setting Zincher's grand pavilion on fire. While the Riddleport mooks rush to fight the roaring flames, the heroes discretely exit the camp. The party instruct Samaritha to lead the remaining Cyphermages to the eastern lighthouse, where they can hold off any of Zincher's men that might come after them. (In the adventure as written, the eastern lighthouse is haunted - but I ignored that encounter, as the players already had enough problems without introducing uncooperative specters into the mix). Danforth takes the lead and the others follow him back to the cave inside of which the Drow have concealed their presence.
The party do make the mistake of letting slip about their rendezvous with the Flying Cloud. Zincher and some of his goons head over to the old pier and storm the ship when it moors up to collect the PCs. Captain Creesy and his men are all captured. Zincher leaves a couple of his men to guard them and protect his new boat.
- Day One: Hesker and Lyselle head into the wilds to hunt Akata, they are unsuccessful.
- Day Two: Hesker and Lyselle are sent out to gather skymetal, they chance upon a large crater than the other prospecting groups must have missed and return to camp with a huge haul.
- Day Three: The heroes are tasked with protecting the camp from the dangerous island denizens. A large group of Void Zombies storm the palisade and several of Zincher's minions are killed. Those afflicted with Void Death join Alesander in the infirmary tent.
- Day Four: Another, smaller group of Void Zombies attack, their are no further casualties among the living.
- Day Five: Hesker and Lyselle go looking for skymetal again. They are ambushed by a pack of Akata and while the PCs get back to camp alive, several of the Riddleport thugs are not so fortunate.
As Samaritha and the PCs make ready to leave, Danforth creates a distraction by setting Zincher's grand pavilion on fire. While the Riddleport mooks rush to fight the roaring flames, the heroes discretely exit the camp. The party instruct Samaritha to lead the remaining Cyphermages to the eastern lighthouse, where they can hold off any of Zincher's men that might come after them. (In the adventure as written, the eastern lighthouse is haunted - but I ignored that encounter, as the players already had enough problems without introducing uncooperative specters into the mix). Danforth takes the lead and the others follow him back to the cave inside of which the Drow have concealed their presence.
Part Three: Architects of Ruin
Several dark elf sentries are stationed just inside the fissure. Hesker charges in and hurls her two throwing axes at the surprised Drow. Danforth boosts the half-orc's Fighting skill (d8 > d12). Alesander staggers in after the others, using his staff as a crutch. He is still not feeling too good and his tongue is beginning to swell uncomfortably.... One of the guards makes a dash for the barracks to rouse the other six dark elves there. Hesker gives chase - but is immobilized with terror as the Drow's domesticated shadow demon lunges out of the darkness! Mastering her fear, Hesker snatches a flaming torch from the wall and waves it in the demon's face, driving it back. Lyselle shoots at the shadow being, but the arrow passes straight through it. Hesker vanquishes the beast and leaps over its thrashing body to engage the Drow crowding the tunnel beyond!
Alesander rolls a CRITICAL FAILURE to recover from being shaken. Oh well, at least his player got a Benny (house rule). Hesker is having trouble beating her opponent's parry, so Lyselle just shoots the bastard. Yet more Drow pour down the passage, an arrow ricochets off the wall beside Hesker's head. Danforth just keeps out of the way, as if he is shaken it could cause the spells he's maintaining (boosting Hesker's Fighting two die types) to fail. The ferocious half-orc cuts down the last few Drow blocking the tunnel and barrels towards the archers. As soon as she appears, the Drow open fire (+2 for aiming). Hesker is hit by no fewer than four arrows - none of which do sufficient damage to beat her toughness! She is beginning to look a little bit like a hedgehog. A really ugly, really angry hedgehog (with an axe). She rapidly reduces the Drow marksmen to dog food.
The party rest before moving into the next area to confront the BBEB. They collar a Drow scholar called Xaxihn (and his foul tempered familiar, a giant albino gecko) who was too busy dissecting a dead Akata to even notice the outpost was under attack. The wily dark elf immediately recognises that Alesander is suffering the advanced stages of Void Death and offers to exchange his research into curing the sickness for safe passage off the island. The heroes grudgingly honor this agreement, Xaxihn hands over his notes and bids them all a fond farewell. Remembering that they were all given Adventure Cards at the start of the module, Hesker's player throws down 'Contact' to have a familiar face pop up. The party check the cells and find Saul Vancaskerkin languishing within, waiting for the Drow to begin experimenting on him. The party release their old employer, who tells them how Clegg Zincher bought him to the island as a prisoner before he fell under the influence of the Drow leader (Shindiira Misraria). Saul's old ally Depora Azrinae fled to join her kin after her plans for Riddleport fell apart and she demanded that Zincher pass Vancaskerkin into Drow custody. Fortunately, Xaxihn was too preoccupied with his own projects to kill Saul immediately. The party still don't trust Vancaskerkin, but they do need all the help they can get. They give the little fellow a sword and warn him that another betrayal would likely prove bad for his health.
Hesker leads the charge into the vast sea cave. Saul follows unenthusiastically, Danforth prodding his ample buttocks to keep him moving in the right direction. The Drow outpost is built around a network of precarious wooden platforms that look to have been cobbled together from the flotsam of several shipwrecks. Danforth casts Blind on a cluster of dark elves (including Depora) on the nearest platform. Recovering her sight, Depora rolls a CRITICAL FAILURE on her next Shooting roll and hits one of her allies. Unfortunately (for that guy), her bolts are still poisoned and he collapses, frothing bloody foam from his mouth as the deadly toxins do their thing. Hesker fights her way to the dark elf, determined not to let Depora escape again. Suddenly, the water beneath the platform they share erupts as an enormous fish breaks the surface. The orca smashes the bridge to splinters, plunging both half-orc and Drow into the turbulent water. Shindiira cackles at her rival's unenviable predicament, evidently there is no love lost between these two. She crows about how she will return to Celwynvian alone and reap all the glory for their success. Alesander gows weary of her monologue and targets her with Bolt. She does not appreciate being interrupted mid-gloat.
Alesander rolls a CRITICAL FAILURE to recover from being shaken. Oh well, at least his player got a Benny (house rule). Hesker is having trouble beating her opponent's parry, so Lyselle just shoots the bastard. Yet more Drow pour down the passage, an arrow ricochets off the wall beside Hesker's head. Danforth just keeps out of the way, as if he is shaken it could cause the spells he's maintaining (boosting Hesker's Fighting two die types) to fail. The ferocious half-orc cuts down the last few Drow blocking the tunnel and barrels towards the archers. As soon as she appears, the Drow open fire (+2 for aiming). Hesker is hit by no fewer than four arrows - none of which do sufficient damage to beat her toughness! She is beginning to look a little bit like a hedgehog. A really ugly, really angry hedgehog (with an axe). She rapidly reduces the Drow marksmen to dog food.
The party rest before moving into the next area to confront the BBEB. They collar a Drow scholar called Xaxihn (and his foul tempered familiar, a giant albino gecko) who was too busy dissecting a dead Akata to even notice the outpost was under attack. The wily dark elf immediately recognises that Alesander is suffering the advanced stages of Void Death and offers to exchange his research into curing the sickness for safe passage off the island. The heroes grudgingly honor this agreement, Xaxihn hands over his notes and bids them all a fond farewell. Remembering that they were all given Adventure Cards at the start of the module, Hesker's player throws down 'Contact' to have a familiar face pop up. The party check the cells and find Saul Vancaskerkin languishing within, waiting for the Drow to begin experimenting on him. The party release their old employer, who tells them how Clegg Zincher bought him to the island as a prisoner before he fell under the influence of the Drow leader (Shindiira Misraria). Saul's old ally Depora Azrinae fled to join her kin after her plans for Riddleport fell apart and she demanded that Zincher pass Vancaskerkin into Drow custody. Fortunately, Xaxihn was too preoccupied with his own projects to kill Saul immediately. The party still don't trust Vancaskerkin, but they do need all the help they can get. They give the little fellow a sword and warn him that another betrayal would likely prove bad for his health.
Hesker leads the charge into the vast sea cave. Saul follows unenthusiastically, Danforth prodding his ample buttocks to keep him moving in the right direction. The Drow outpost is built around a network of precarious wooden platforms that look to have been cobbled together from the flotsam of several shipwrecks. Danforth casts Blind on a cluster of dark elves (including Depora) on the nearest platform. Recovering her sight, Depora rolls a CRITICAL FAILURE on her next Shooting roll and hits one of her allies. Unfortunately (for that guy), her bolts are still poisoned and he collapses, frothing bloody foam from his mouth as the deadly toxins do their thing. Hesker fights her way to the dark elf, determined not to let Depora escape again. Suddenly, the water beneath the platform they share erupts as an enormous fish breaks the surface. The orca smashes the bridge to splinters, plunging both half-orc and Drow into the turbulent water. Shindiira cackles at her rival's unenviable predicament, evidently there is no love lost between these two. She crows about how she will return to Celwynvian alone and reap all the glory for their success. Alesander gows weary of her monologue and targets her with Bolt. She does not appreciate being interrupted mid-gloat.
Hesker swims to the base of the nearest platform and begins climbing. Meanwhile, Depora flounders helplessly in the water as the orca bears down on her, mouth agape (turns out that elves in Savage Worlds cannot swim) and swallows her whole! The players grumble about not being able to loot the body.
The orca destroyed the only bridge between the two platforms and none of the PCs are particular eager to try jumping the gap while the killer whale is still lurking below. Hesker eventually builds the courage to try (and receives a Benny for not being boring). Unfortunately, the orca was on Hold, just waiting for some idiot to make the attempt. As Hesker leaps, the aquatic giant snaps at her toes - but misses! She makes it to the other side and engages Shindiira one-on-one! The Drow swings her two-headed flail at Hesker's head (she rolls two attacks against one target, both with a -2 penalty) and the half-orc is shaken. Recovering her wits, Hesker drives Shindiira back and defeats her! Rather than submit to capture, the vanquished Drow drinks a vial of deadly poison and keels over. Ultimately her sacrifice is pointless, as the PCs get all the information they need by reading her meticulous journals. They seem to detail a Drow super-weapon referred to only as the 'Armageddon Echo'. The party get goosebumps.
The Drow had gathered an obscene amount of unrefined skymetal, the party realise if they can somehow get it all back to Riddleport, they could make a fortune selling it to the Gas Forges. Unfortunately, they have no means to transport such a vast quantity, as the Flying Cloud has been captured by Clegg Zincher, who is probably still pretty pissed at them for setting his tent on fire.
The party are pleasantly surprised to find that he's not actually that angry at all. Unknown to them, by killing Shindiira Misraria, they released him from the Puppet power she had cast on him. The crimelord agrees to ferry the PCs and all their allies back to Riddleport - in exchange for 75% of the skymetal they recovered from the Drow outpost. The party are furious, but see no alternative but to accept his outrageous terms (the players did not much fancy another large combat).
The orca destroyed the only bridge between the two platforms and none of the PCs are particular eager to try jumping the gap while the killer whale is still lurking below. Hesker eventually builds the courage to try (and receives a Benny for not being boring). Unfortunately, the orca was on Hold, just waiting for some idiot to make the attempt. As Hesker leaps, the aquatic giant snaps at her toes - but misses! She makes it to the other side and engages Shindiira one-on-one! The Drow swings her two-headed flail at Hesker's head (she rolls two attacks against one target, both with a -2 penalty) and the half-orc is shaken. Recovering her wits, Hesker drives Shindiira back and defeats her! Rather than submit to capture, the vanquished Drow drinks a vial of deadly poison and keels over. Ultimately her sacrifice is pointless, as the PCs get all the information they need by reading her meticulous journals. They seem to detail a Drow super-weapon referred to only as the 'Armageddon Echo'. The party get goosebumps.
The Drow had gathered an obscene amount of unrefined skymetal, the party realise if they can somehow get it all back to Riddleport, they could make a fortune selling it to the Gas Forges. Unfortunately, they have no means to transport such a vast quantity, as the Flying Cloud has been captured by Clegg Zincher, who is probably still pretty pissed at them for setting his tent on fire.
The party are pleasantly surprised to find that he's not actually that angry at all. Unknown to them, by killing Shindiira Misraria, they released him from the Puppet power she had cast on him. The crimelord agrees to ferry the PCs and all their allies back to Riddleport - in exchange for 75% of the skymetal they recovered from the Drow outpost. The party are furious, but see no alternative but to accept his outrageous terms (the players did not much fancy another large combat).