After a three day journey to the outskirts of the vale (as far as she deemed safe to venture), Rahimira returns home to her cabin at the edge of Falcon's Hallow. She had taken the trek in order to hunt for game that was scarce in the Hallow, but plentiful deeper within the vale. The more rare animal pelts will fetch a higher price with the merchant caravans that frequent the town. She hopes that the bright silver furs will also bring her coin of the same color. She also wonders how her good friend Randallo had fared with the dried meats and figurines that she had sent with him to sell at market before she left for her trip. She wouldn't be surprised to find him passed out on her pallet after helping himself to some of her stock of ale and dried meats. When she enters her cabin, instead of her friend, she finds a note on her table on top of what looks to be finely crafted leather armor.
Our tale opens with the gnome Randallo, Randy for short, helpfully showing two newcomers around the frontier town of Falcon’s Hollow. He leads the wily half elf Corgana and bellowing human Godric to the local pub, The Sitting Duck, for a drink. Corgana, who has previously led an austere life as a monk-in-training, gets her first taste of ale. Meanwhile, chatter around the bar reveals that several children have gone missing since last night, with the frantic teen Rella being particularly distraught over the disappearance of her younger brother. Godric wisely suggests that the children might be found praying at the local temple. Upon traveling there they are confronted by the cantankerous cleric Cynthra who confirms both that the children are not there and that she is kind of a bitch.
With his knowledge of the local scene, Randy takes our heroes to the place where all the cool kids hang and flashes a
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The party continues it's exploration of the necromancers den, soon realizing that the place is devoted to a demon lord known as Orcus. This takes a back seat to the vigorous stabbing of the Mad Necromancer with the worms behind his eyes. Fortunately, his insanity seemed to be only temporarily infectious, and it's not like Dar-Wynn will be slowly driven to gibbering madness by the visions she was exposed to or anything. That would be cray-cray.
The party continued to explore the ruined temple, eventually discovering, among other things, a Magic Statue that apparently uses incredibly powerful arcane energies to grant players a single level of experience. Assuming that the dangerous magics don't go wrong. Also found was an enormous, artificial stone spider, which guarded a vault. Not wanting to risk a direct confrontation with the creature, The party
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When some of the space hillbillies ran off to pillage some local caravans, they were captured and interrogated by a group of Paladins known as the Order of the Iron Sun. The Party managed to hide the existence of the refugees from the investigating Paladin, one Tristan the Lawful, for now. The occupation of the southern fort will likely not remain a secret forever, but some time has been bought. The party traveled with Tristan north to visit the main chapterhouse of the order, talk to the grandmaster of the Iron Sun, and take a job hunting down a necromancer before fleeing the night-time battle.
The party discovers the ruins the Necromancer is using for a base, and deals with some Gnoll squatters before calling it a night.
You currently have a castle! And a Spaceship! Also guns, though their ammo is limited. The ship informs you that obtaining more ammunition will range from "non-trivial" to "impossible" depending on what happens to her systems when they come back up. Currently the ship is operating on little more than a trickle of power to run the repair bots and some basic gravity control to defend the exterior. It has provided the captain with a communicator, though the ship comms are currently inoperable.
What I need from you guys is some info on how you want to proceed. The ship will be stuck in this state for approximately 3 months, and if you are going to plant a crop this season, you simply cannot wait that long. Are you going to travel? Hide out at the Fort and repair it? Did you ever decide what to do with your impish minion Kuluk, and his one-eyed
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The party, having arrived in their new land, identifies their most immediate problem as needed a clean and plentiful source of water for their refugee caravan. Using logical deduction, based on the location of the mountains to the west, the party begins searching for a river. Instead they discover a burned out farmhouse that is serving as a base for some necromancer cultists. The party kills all but one of the cultists, and questions the survivor about their current situation, discovering that it is "about" fifty years since the events known collectively as "The Fall" occurred.
The cultist reveals that there are rivers to the north and the south, and a road passing from one to the other. On the southern river is an abandoned-yet-occupied Fort, and on the norther river is a hamlet, complete with functional ferry. There are also woods to the
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