Meetup Campaign
This is the story from a group met over the internet using
Meetup. This is a homebrew Pathfinder game set in an alternate Varisia from the Golarion setting. Magic has been rewritten, races have been retooled and
STEAM has been added!
Magic: Written magic is illegal. Casting classes discarded or rewritten to reflect a completely spontaneous casting system based around channeling energy types.
Religion: The Order reveres the Trinity:
Sirona, goddess of healing and nature, both nuturing and violent;
Belatucadros, god of war, strife and conflict;
Voseges, god of industry and invention.
Characters:
Razor - Mul Brawler: Raised by a single mother after his dwarven father learned he had sired a halfer and ran off. Dock worker by day and rising star in the pits when the sun goes down.
Eluna - Shade Conduit: One of the Maificor, The Cursed, tainted by magic. During puberty she exhibited the ability to channel energy compounding the stigma of being born a mutant. She was taken to The Order for 'education' and tagging.
Zheaneya - Tengu Sorcerer: She has a penchant for machines and clockworks. Some people say she has a love of shiny, moving objects. Despite expressing as a Malificor upon reaching puberty, she was able to keep knowledge of her abilities from reaching The Order.
Blaidd - Wolfen Barbarian: Her clan revered Sirona the Healer and she herself came from a long line of healers, but this was not the life she chose to follow. She had anger...RAGE! Her clan loved and respected her, but they eventually nudged her out and on her way.
Smote - Half Orc Rogue: Growing up as a halfer is bad enough, but when the other half happens to be the most reviled, life is almost impossible. The streets are all that is left to you, where all you own is what you can take from someone else.
Kratzig - Ratling Artificer: Apprenticed to a pair of famous gnome inventors when she was very young, she came to view the two gnomes as her parents. One day her gnomish father was arrested for unclean experimentation, leaving her and her gnomish mother to finish his obligations to the guild.
Chase - Mul Ranger: He never knew his father and his mother died while he was still young, leaving the young halfer to fend for himself. He took to the surrounding forests to avoid the ridicule his halfer heritage brought him. (Favored enemy: Orc)
Each character submitted a short (paragraph) background. Prior to game day I responded with a continuation inserting them directly into...
Day 1s1298.photobucket.com/user/Belatucadras/story/101295 (I had to tote my stuff to the game. I forgot my drop cloths to cover the grid mat.)
The characters woke to find that they had been drugged and chained and were currently on ship, mostly likely a water vessel by the rolling of the ship and the smell of sea air. Whatever drug had made them easy marks was still lingering in the air. The stronger ones faded in and out of consciousness while the others remained unconscious. Heavy footsteps could be heard from the deck above and every hour or so an orc would enter the hold. Wearing a mask over his nose and mouth, he came down to sprinkle something on a brazier. He seemed to be getting concerned about the dwindling amount of the drug he had left. The acrid smoke rising from the brazier appeared to be what was keeping them compliant.
The orc came less often and the affects of the drug began to lessen. The channelers were still unable to tap into the dark energy that gave them their power, but at least they were awake. Razor, Blaidd and Smote struggled against their chains. Blaidd succeeded in coaxing a crack in the wood where her chain was secured, but she was still too weak from the drug. Commotion on the deck above got more frantic as the sea became angrier.
A large swell lifted the ship and dropped it on some rocks, cracking it open like an egg and spilling the ship's contents into the ocean. The savage jolt splintered wood and opened the slave hold to the open air. The drug dissipated quickly and the weakened wood made it easy for the party to free themselves. They scrambled to gain higher ground and the hold started to submerge. They clambered onto the main deck to find that the crew had been washed over and were making their way to a small island that was nearby. They hurriedly grabbed what they could, finding two locked chests in the remnants of the sterncastle. As they made their way towards the side of the floundering ship, the ship's captain ran up the broken mast onto the deck. Taking in the hulking Mino, they realized it was he that had been stomping around deck while they had been secured.
Razor, trained in unarmed combat, and Blaidd, feeling the rage build, closed to intercept while Stoke and Zheaneya worked the locks of the chests. They were hoping to find some of their equipment. The Mino channeled earth energy and stomped, shaking the already fragile ship. Blaidd and Razor were unaffected and countered. Blaidd was able to trip the Mino while Razor pummeled him. A chest was opened and Kratzig snatched up a tanglefoot bag, tossing it at the Mino and scoring a direct hit. It was a short fight after that. Between Blaidd tripping and the tanglefoot bag, he barely had opportunity to defend himself.
As the party used the flotsam and jetsam as flotation devices to help them towards the island, Chase took up a position on the stable half of the broken ship. He covered their progress, shoot at any orcs on the beach that tried to shoot at the party. Unable to get clear shots of their own and the threat of a sniper and incoming escapees, the orcs clambered up the slope and made their way deeper onto the island.
The party regrouped on the beach and recovered what supplies they could from the scattered crates and barrels washing ashore. They made a makeshift camp from wood, sail and rope. After spending a cold, restless night, they decided to head inland. They began by tracking the orcs. Shortly after setting out, they came across a herd of wild goat. Blaidd and Razor decided some meat would be nice and started chasing them down. Chase felled two, one shot each, before the other two even reach their quarry. As the party dispersed, getting farther apart as they chased goat, Blaidd heard orcs over a small rise.
She sneaked to the top of the rise and saw a group of orcs quarreling with a group of drack, a lizard like race known for their fighting skill. Her party was closing in behind her, making a ruckus as they chased goat. She gave Razor a signal indicating he should be quiet. As the two groups below were preoccupied, the party went unnoticed as they took up position around Blaidd. Smote noticed a figure tied up behind the drack's position and the party decided to let him attempt a rescue while the orcs and drack moved to attack each other. The drack, though outnumbered, took the orcs easily. Chase could contain himself no longer and dropped thirty feet to land on the last orc, killing it. He attempted to parlay with the drack, noticing too late the sign of The Great Wyrm branded to their flesh. He barely had time to defend himself as the party leapt, slid and clambered down to assist him. Luckily the drack had recently seen battle and went down without too much fuss.
The old man they had rescued seemed to have a few screws loose and spoke in riddles and incomplete sentences. They gathered he had been living on this isle for the past sixty years and had once been the personal servant to a king long dead. He claimed that pirates, orcs and drack alike, plagued the island constantly in search of the dead king's treasure. He had, until recently been able to avoid them, but he was getting old. They had kept him alive, because they were certain he could lead them to the treasure. The mention of treasure peaked the interest of a couple of the party, while most were more interested to learn that there was an airship buried with the treasure. A way off the island.