Dead Cities, Red Seas and Lost Ghosts

Session 2/2.5
The Heroes of Annar Hvor and the Temporal Imbalance

Annar Hvor is burning…

The party hastily returns to their hometown, the humble fishing town and port of Annar Hvor, which was under siege by a mysterious group of pirates. Meanwhile, the local lord, Alfred Gelb, kept the town militia huddled around his manor. With some quick talking and aggressive diplomacy they managed to convince the lord to relinquish part of his forces. The group was then joined by Oliver, who served as the lord’s counsel on arcane affairs. He told them of the eldritch portal that was swallowing people’s souls above the lighthouse.

A friend in need…with deep pockets… is a friend indeed.

While the snake and orc handled negotiations, Earl managed to infiltrate the "The Smarmy Cleric where the pirates were unwittingly holding a prestigious elf diplomat hostage. He assured the diplomat that he’d be safely rescued. Stepping back out the window, a single misstep alerted a guard to his presence. Earl made haste, falling onto the guard and driving his razor sword through his eye socket. He then scurried back to his comrades

The Battle at the Smarmy Cleric

A massive group of fifteen pirates held “The Smarmy Cleric”. The party responded with similar force though. It was a gruesome battle. Syth’k commanded the town militia. Many died but more pirates than militia. Then reinforcements showed, including a massive ogre wielding a cannon. Kahzra suffered grievous burns at the hand of a pirate wielding alchemist fire. They still held the advantage though. Then…. Shit got weird.

The Temporal Imbalance (i.e. the DM BSOD)

Troxel raged quit Fantasy Craft and switched to 5e.

New Heroes and a familiar criminal

Syth’k and friend vanished in an instant, replaced by a beligerent dwarven cleric, a hulking elf barbarian and a snobby elf wizard. One person remain unchanged though. Earl Grey Tea, the halfling rogue, was unphased except in minor ways. The new group still held the memories and experience of their former selves. The dwarf artificer whose name had been Oliver but was now Mark reminded the party of the dire need to stop the ritual happening at the lighthouse.


The group assaulted the lighthouse, making short work of the remaining pirates. They suffered some wounds but nothing a little healing couldn’t handle. The barbarians charged forward while the other three blasted enemies from afar. Eventually they reached the top of the lighthouse where they found a cultist performing a dark ritual. Her magic didn’t pose much of a threat. The cleric dealt the killing blow which also destroyed the crystal keeping the portal alive. A massive explosion erupted from the sky but the hole in the sky was shut.

A new oppurtunity

A week later, after the parties wounds where healed, they were summoned to Gelb Manor. There the elf diplomat, Tael Perinquer, properly introduced himself and requested their services to escort him to the capital and report what they’d seen first hand to the queen.

Session 1
The Broken McGuffin

Our adventure starts in the humble town of Annar Hvor. The child of the Hallows family was murdered in cold blood last night and the town is in outrage. Looking for a scapegoat, they point to the source of their woes in the past… Goblins. Smelling opportunity for profit and reputation, Syth’k recruits a motley crew to investigate the child’s death: A disillusioned orc mercenary, a gorilla-esque unborn who squishes things real good and a trouble-making pech whose wits are too sharp for his own good. Together, they set out to investigate the goblin’s hovel.

While traveling the country-side they find a few things out of the ordinary. The first is an abandoned campsite riddled with the burnt ashes of a fire and the bones of a dead chicken, likely cooked at said campsite. Then they run into a farmer, murdered in cold blood whose house had been ransacked. valuables were missing but the rest of the house was intact, suggesting that someone besides the goblins killed him.

Finally, they reach the hovel. It is a quaint little place with furniture and tools built from trash and animal bones. The goblins feel threatened by their presence but pose little threat to the party. Shortly they meet the elder of the goblins who speak common and explain that they’ve recently been attacked.

At this point, the party is fairly sure the goblins are innocent but something else catches their eyes: a giant metal box protruding from the ceiling of the cave. Encouraged by the goblin elder, they are asked to open the mysterious box. With a one-two punch, the unborn makes short work of the door, impressing the goblin elder. What they find inside is hidden under a veil of darkness. They light a candle to find an ancient room with complex clockwork machinery including a pair of unborn wielding enhanced swords, a baroque, glowing orb floating on a pedestal and four mysterious boxes that they aren’t sure about.

The orc, intrigued by the fancy swords, checks out the derelict unborn. He tries to pry one of their hands open but to no avail. Then he tries cutting the hand off. This leads to the humanoid machines coming to life. A battle ensues. The orc parries blow after blow, including a searing ray to the shield. This gives the pech just the oppurtunity he needs. The small thief takes the golem’s feet out from under him, giving the Orc the chance to finish him.

The other sword-wielding golem leaps for Syth’k and his retainer. Crush, the gorilla-esque unborn charges to protect the two snakes. With a furious set of blows, Crush renders the other golem into scrap. With the threat neutralized, the group sets about loot…err… salvage the remains of the room. Lastly they moved to investigate and remove the baroque orb. They placed it in a bag, tied a rope around it and yanked. The floating orb didn’t float anymore. It dropped like a rock, making a shattering sound as it bounced off the ground. They looked inside, and saw random bits of clockwork in the bottom of the bag and the glow was gone… Oops.

The group parted ways with the goblins and started back home. Once they reached the outside, they were standing on a large hill from which they could barely make out Annar Hvor… and see black smoke coming from the buildings.

Stuff Obtained

  • A fancy magitech sword (Longsword with massive quality and AP1, can cast Scorching Ray (3d4 at one target) once a scene. Uses ranged attack minus 2 against AC instead of spellcasting)


  • Unborn scraps
  • A handful of farm animals and farm tools

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