Domains of Iron: Legend of the Old Gods

The Ascent to the Floating Mountain; The Tiefling
Domains of Iron

Well, well, well, ladies and gentlemen! Here is yet another update and recap for you from yours truly! WIthout further adieu, let us jump in!

Our heroes have successfully faked their deaths by sending a dummy airship out to sea and blowing it up. After having faced down Kotowari’s ninjas and slain his son (Hikaru’s cousin), we made our final ascent up to the floating mountain. It was a clear, cool day, and there were some clouds in the sky.

WIthout warning, a buzzing sound took place, and Thorin felt a sting on his arm. Then his chest. Then his side. Then…everywhere! Dozens upon dozens of small, metallic bug-like creatures with gears, metal parts, stingers, and wings attacked! They increased by the hundreds, swarming the whole ship! The party quickly made their way into the ship and laid low. Visibility was nil. Suddenly…


Something huge and metallic rammed into the bottom of the ship where the engines were housed. Two more slam attacks and the engines were crippled! The ship pitched downward, crashing back toward the ocean.

Azandar “Zander” Vayakir leapt into action and started to quickly and deftly repair the engines with what tools he could, and with all his muster and skill. He called upon Ruby Pennington to come down and help make an alchemic mixture to propel the boiler. She could not quite handle the pressure, and nearly blew the boiler to bits! Nevertheless, the engines were stabilized and repaired to a workable degree! Thorin Voidscales did all in his strength and power to right the ship and keep it stable, even in its steep downward pitch!

Enter the Tiefling, also known as blank! Floating on a raft on the ocean, he was assailed by sharks that he promptly fought off and chased away with his sheer might! All of a sudden, the same clockwork type bugs from before attacked the Tiefling, and he leapt into the water, avoiding any further attack by them. When he came up out of the water again, however, he sees a huge airship crashing straight toward him at high speed, and he must row with all his might to get out of its way! He does so, and barely makes it alive!

The party sees the Tiefling on his raft and tries to communicate with him, but to no avail. He is an individual of very few words. They eventually convince him to come on board with them after several shenanigans of him trying to tow the airship by himself, and them trying to lift his raft out of the water! Finally, he is united with the party.

Thanks so much for reading, ladies and gentlemen! I hope you liked this one, despite its shortness. See you all next game!

—DM Andrew

A Period of Waiting; Dark Mysteries Unfold
Domains of Iron

Alright, ladies and gentlemen, here is yet another recap of our last few adventures rolled into one. My memory is a little more vague on this one because we had so many individual rps to deal with, and I don’t quite recall all of the details. Nevertheless, I shall do my best to reclaim lost time with what I have! Here’s the recap below:

Four months. Four months since the bombing of Alwyn have passed. Give our party two days, and they’re alright. Give them three weeks and they’re unstoppable! But give them four months…. They’re impenetrable! Four months of research, knowledge-building, information gathering, and detective work has brought the party to one conclusion: that they must get out of the Dwarven Kingdoms.

Rodrick (who finally woke up from an unconsciousness after the Northern Wastes in the hold of the airship) and Hikaru have discovered a strange group tailing the party since their time in Wuxia. This group is a gaggle of devil worshipers who wish to resurrect their dark master Mephistofeles from his prison between planes by using the floating rocks to do it.

Armella has discovered more fully a floating mountain in the sky. It has a definite shape to it, and she has been able to notice that there is also a box-like object on this floating mountain. She informs the Voidscale’s family astronomer of all of this, and he keeps a close watch on the floating object in the sky. She also embarks on a fruitless search and study of the creature who disguised itself as a High One. Unfortunately, she is unable to find anything in the ancient texts on the subject.

Azandar has retreated back to his homeland of Osonor, and decided to do more studying and research there. He also finds that an elven maiden is enamored of him. What he chooses to do with that is his own choice to make in the end…

Emma has found some deep-seeded information, she believes, about the High Ones, the Rite of the Alkahest, and the claim that instead of people going to heaven to meet Tarj the Wise, they are eaten. What she chooses to do with this information and where she chooses to go from here is her choice alone…

Thorin has found out by a prophecy passed down via oral tradition that he is the chosen one to fulfill the quest of the Voidscales’ legacy: to find the hidden treasures of the First. There are ties between this quest and the floating mountain Armella has discovered.

Ruby has disappeared for a time. She has receded into the mountains in a small town in one of the passes north of the big city. She has assumed her disguise as Arabella, the alchemist, and has laid low, seeking information on the vials that she collected from the beasts chambers. Hikaru pays her a visit and convinces her to re-join the group, and tell of her findings.

Once the group is reunited, they purchase a dummy airship from a group of mercenary goblins, and pay 700 gp for it. Rodrick hooks up explosives to the dummy airship, and, using his shadowstep ability, jumps everyone over to the real airship. Suddenly, Ruby is captured and taken hostage almost as soon as she steps foot on the ship, and the rest of the gang arrive on board, only to be faced with ninjas from Hikaru’s Uncle, Kotowari, led by his own son, who has a knife to Ruby’s throat. The fighting starts with Azandar firing a crippling shot into Hikaru’s cousin’s neck, and Rodrick blasting two of the other ninjas to death. The others, seeing how strong and capable our group is, flee at the command of their leader. Without a second thought or word, Hikaru storms up to his cousin, cocks back the hammer of one of his revolvers, and blows the guy’s brains out, killing him instantly. The dummy airship erupts into flames as it explodes on a timed charge, and it is no more.

Our group changes the current airship’s course from heading back to Alwyn Free Cantonry, to the floating mountain.

We turn our ship skyward, and go up…

Flight to the Dwarven Kingdoms of Elingrad; The Monster Below
Domains of Iron

Our heroes have had a right mess of things as we have had to deal with the loss of one of our fellow adventurers, Alastair Dirk Craven. We are also still reeling from the terrible bombing of Republic Central in Alwyn. Fleeing north, we head to the only refuge we can think of: The Dwarven Kingdoms of Elingrad, and to the far north where dwells Thorin’s kin.

After arriving there beyond all hope, we disembark from the ship and make refuge at a local lodging where we can discuss what will happen further to our group. We are no longer in the employ of Mr. Luther, and we hear strange things from Paladins of Tarj on the streets—something about the “Holy Nations of Lenova” being established. Emma confronts one of these Paladins of Tarj, and tells him about the bombings that took place in Alwyn. He denies the bombings ever took place, citing that there were only protests that were peacefully quelled. Emma becomes more and more upset over this.

Our group—most of us, anyway—decides to go to church on Sunday. We get to experience, for the first time for some, what it’s like inside the church. During the proceedings, it is announced that the Rite of the Alkahest will be more commonly taking place in the common church buildings, and more often, as opposed to taking place rarely in the huge cathedrals spread throughout terra. This comes as happy news for most, and slightly off-putting for some.

During the proceedings of the Loderite, the Rite of the Alkahest takes place, and the Alkahest is chosen! It is a young woman, and she is beyond elated! The rest of the day passes in peace and quiet…until the evening. Armella decides that she wants to finally be rid of her bonded armor, and goes to the high priest in the church to have it done. He directs her to go below and have the armor unbound by one of the High Ones, who is currently stationed at this particular church.

She goes down, meets with the High One, and is finally unbound from her armor, having paid penance for her misdeeds of the past. As she is exiting, however, she passes a room, and notices a blanketed figure on a raised platform lying still. It looks to be the figure of a young woman. Armella, alarmed at this, keeps this to herself, and heads back to the inn.

That evening, a Paladin stops by the inn, needing assistance in manual labor for moving things from the church to a coach just outside. Thorin agrees to go help for 50 gp, and proceeds to the church, where he begins the hard labor of moving crates, boxes, barrels, and other such drivel to the front of the church. Having been given a list of items to bring out from the church, he sees the last item is written in strange handwriting. He and the Paladin of Tarj descend down into the depths of the church to retrieve the last item, which they find is a heavy bundle of rags, oblong in shape. When the Paladin tries to adjust his grip on the bundle, a young woman’s hand and arm come loose from the bundle and dangle awkwardly at her side. Both Thorin and the Paladin realize they are carrying a body, and immediately set it down and notify the authorities.

A great commotion takes place as Paladins of Tarj and the city constabulary come together to investigate this scandal. When the body is uncovered it is realized that it is the same young woman from earlier who received the Rite of the Alkahest! Our group lays low and keeps their heads down for the most part, staying aside and out of trouble. Unfortunately, two constables approach the group and ask them to report their story to the High Priest of the church. The group reluctantly agrees, and they go to the High Priest, who is in the church house taking questions. He directs the group to go down to the lower levels to speak with the High One about all of this, citing that the High One would know what to do.

The group—again—reluctantly descends the stairs down into the depths of the church, going into the same room as Armella did when she had her armor unbound earlier that day. The doors are closed. A lock is thrown. We are stuck in this room with this veiled stranger. He asks us a few questions, probing about the events of the day, then turns around, unveiling his face, and…

…and revealing a monster underneath!

A bulbous head, with tentacles for where a mouth should be, and sickeningly piercing eyes shows that this creature means to harm us! There is a brief but frightening moment where the creature begins to quote verses from the Sacred Lodestar. It uses a frightening ability to knock us over with its mind, and stun us! It then slowly approaches, its tentacles reaching for our heads!! The back and forth of battle continues and Armella is very nearly overcome by this beast. In the end, though, she delivers the killing blow to it with her Dwarven hand cannon! The creature is dead.

Paladins burst through the locked doors, and see the carnage, and the dead monster before us. Convinced that we were innocent and only defending ourselves, we are let go. Thorin convinces us to hold up in his family’s estate in the upper districts of town. There we can study and research, finding clues to this madness. We can also relax and rest from our injuries and traumas.

That’s it for now, gang. I’ll update more as I go. Thanks for being patient with me!

—DM Andrew

The Elves of Osonor, The Bombing of Alwyn
Domains of Iron

Alright, ladies and gents, it’s been a long time since I have updated this and graced you with a nice recap of our adventures, so I figured I’d do two mini-recaps. Hopefully, I can remember enough about each to warrant a good recap. If I miss any details, I apologize deeply. Anyway, without further adieu, here they are!

The Elves of Osonor

Construction on the grand museum in Republic Central is starting to wrap up, and will do so in a few months. Luther desires one final addition to that museum which will add the best flavor of all: a ship from a bygone era. He has already attempted to send one of his best teams to the Northern Wastes to find an old shipwreck, rig it up to their airship, and bring it home. Unfortunately for them, they ran into some issues along the way, and could not complete their mission. Luther then calls upon our team to take on this burden and take the A-Team’s place in the mission of retrieving a shipwreck for his museum. To the grumbling and astonishment of our party, he offers us double what the A-Team usually makes, and assures us safe travel across the world in three different paths: one along the ocean with a stop in Cape Sundar of the Aquul Nomadic Caliphates; one that travels through northern Alwyn through all of the Aquul Nomadic Caliphates; or a long, land-locked journey through Alwyn, Elbion, and north through Elingrad. The party decides on the first option: the oceanic journey with a stop in Cape Sundar for resupply and rest.

A two-week preparation takes place, and the party finally departs. We almost accidentally take Luther with us, but he escapes in a one-man pod, heading back to his office, remarking that while he would love to travel with us, regrettably, he has business here in Alwyn to attend to. It is a long two-month journey to the Northern Wastes from Alwyn. Each character is absorbed in his or her own thoughts and activities as the journey progresses. There are no threats or issues along the way on this long, long trip, and our party makes it to Cape Sundar in a month. The second month is spent with us resting at the Cape, resupplying, and heading northwards to the Northern Wastes at the polar ice cap of the world.

As the party approaches the cap, we run into a nasty storm that nearly knocks us off of our course. The party has to work together to man and steer the airship to a land-able area of ice. Once that is done, we have to get our bearings back and find the lay of the land, seeking out the coastline where the majority of the shipwrecks will be.

After a few days’ march across the ice, we make it to the coast, and begin searching for a suitable shipwreck to rig up and bring home. Roderick the Gnome finds one and climbs aboard with Hikaru not far behind. The rest of the party begins to follow. Roderick nearly tumbles through the decking of the old ship, breaking apart the rotted wood, and barely catching himself with his climbing hooks on the edge of the broken wood planks. As he looks below, he sees some mean looking, icey stalagmites sticking up from the lower deck of the ship, sharp and menacing. Luckily, he pulls himself out of harm’s way, and he and Hikaru continue to search the ship. Ruby and Thorin arrive, as well as the others.

At that moment, something breaks forth from the water, breaching the surface—something huge and horrid. It is a sea monster, or a Leviathan—a beast left over from an age long past! It attacks the party, and they try to fight back. In the confusion and chaos of battle, Hikaru once more transforms into his terrifying fox-like form, and sends lightning bolts flying into the creature! Many of the rest of the party open fire and try to shoot the beast down, but its hide is so thick, and its malice is so raw! What will our party do?

Suddenly, as if from a bygone era, a battle hymn rises from somewhere behind the party. Long, heavy, and sharp harpoons fly out and pierce the beast’s tough hide. The thick cords that are tied to these harpoons are pulled taught, and while the beast struggles, writhes, and thrashes violently, it is slowly pulled earth-ward, until it is laying flat on its belly. At that moment, dozens and dozens—hundreds!—of hooded and cloaked figures appear out of the fogs and gloom of the ice, and begin to mercilessly hack and slash at the leviathan, all while continuing to sing their battle hymn in an unknown tongue. Eventually, in its death throes, the cloaked figures leap off of the beast and let it die.

The party is then suddenly surrounded without warning by dozens of these hooded and cloaked figures, and have no clue what to do, especially when the figures make sharp demands in an unknown tongue to the party. Well, not wholly unknown to everyone. When the figures realize that the party do not understand their tongue, they speak in common, and demand why the party is there, and if we do not answer, they will kill us where we stand.

Azandar, having known all along what tongue these strangers were speaking in, begins to speak back to them in their own tongue, relaying our reasons why we are here. He states his name and who appears to be the chiefest among this large group of strangers steps forth and pulls his hood back. He is in the spitting image of Azandar himself! It is none other than Azandar’s father, Fa’anor Vayakir, king and leader of these people, who are, as we learn, the last remnant of the Elves in the world!

Fa’anor greets his son with open arms, and accepts the rest of us as friends and allies, telling his people to lower their weapons and stand down. The party is to be lead to the Elves’ home city of Osonor, where they will be given food and rest, but we must go blindfolded, for the Elves are loath to give away the secret entrance of their hidden home. So we willingly go blindfolded, being led gently by the Elves to a large lake where the blindfolds are removed. At the far end of this lake is a mountain range, and in the center of the mountain range, nearly on the beach of the icy lake is a grand and prominent structure: The Last Elvenhome of Osonor. It looks to be formed of the ice and rock itself, carved and formed of great shape, cunning, and skill, over a thousand years! We are lead to slender Elven boats, and are driven across the chilled lake toward the Elven city.

Little does anyone know that we have a follower from Lenova not far behind!

When we arrive at the far end, we disembark from the boats and make ready to enter the city of Osonor, when all of a sudden, a figure is spotted back on the far bank of the lake where we just were. Fa’anor dispatches a group of Elves in boats to deal with the unknown trespasser. When they arrive, they find a young woman done up in the armor and garb of Lenova struggling across the ice and stone to get to the bank of the lake. The Elves that were dispatched disembark from their boats, surround this woman, and threaten her that she has trespassed the secret way, and must be put to death. Facing this with great courage, she informs these Elves that she must deliver a message to Armella Kolbe, a member of our party, and Bonded Paladin of Tarj! Hearing also a mighty cry from Fa’anor across the lake to cease and desist their attack, the Elves reluctantly put down their weapons, and bring the newcomer across the lake in one of the boats. This newcomer is none other than Acolyte Emma Vorgrimmler, Cleric of Tarj, and Healer from Lenova, bearing a missive from the Church directly addressed to Armella.

Once she is over, the Elves lead the party into Osonor, and we are introduced to the city proper! It is bustling and alive with activity—the Elves have not been idle in their time here, and they are preparing in all things for the “Ra’mariendil,” or “Feast of Ancestral Visitation.” Fa’anor leads us to a grand banquet hall, where we are seated to a most sumptuous feast. Here, questions are asked, and things are discussed. Also there is much singing, music, and story-telling.

The Elves and the party feast until midnight, then with lit tallow candles, make their way to the parapets of the castle to stargaze as a city. There are scattered clouds in the sky, and the moon is low on the horizon. A gong sounds after 15 minutes of quiet meditation, with nothing but the chill wind and water making noise down below. At the sound of the gong, they burn papers on which prayers are written to their ancestors, and retreat back inside for warmth.

Hikaru thinks he spies something in the distance on the horizon during this festival, and with the advanced scope on his long sniper rifle zeroes in on it. He can’t quite get the best view of what he’s seeing due to the clouds and the waning moonlight, but he thinks he sees a floating rock in the sky moving at a stiff pace high above the earth’s surface. That is all he can glean from this, but it seems quite ominous and strange to him. Armella also takes a glance through the scope and sees pretty much the same thing, although the floating rocky object is now waning in the distance.

Two weeks have passed since the party’s arrival at Osonor, the meeting of Emma, and the festival of Ra’mariendil. During that time, the Elves have learned our party’s purpose for even being here, and have for us found a suitable ship, which they have dug out and prepared for rigging up below our airship. Before we leave, however, Fa’anor gathers us in a lower chamber, and causes us to swear a blood oath that we will not reveal or give away the location of the Elvenhome of Osonor. Unfortunately, not all of the party agrees to this, and there is some deep tension, but in the end, Fa’anor concedes on good faith that we will not give away his location. Only Hikaru took the blood oath.

Finally, the party departs, and with the old shipwreck rigged to the bottom of our airship, we sail off back the way we came—back the the Alwyn Free Cantonry. Little does anyone know just how short that freedom will last…

The Bombing of Republic Central

Luther is overjoyed! Not only have we succeeded at our mission, but we have made it possible for his museum to flourish, and far before any of his competitors could hope to go, construction is complete on the grand museum in Republic Central!

Luther immediately books a train and hotel for our party in Republic Central where we can stay, and plans to have us do an early morning walk-through of the new museum. It’s a four-day journey by locomotive from Haven City, and we arrive in the bustling national capitol of Republic Central in Southern Vespa.

The very next morning, we’re taken to the new museum, aptly named the Grand Museum of History in Republic Central, and begin our tour. We are greeted by the original A-Team that was supposed to go to the Northern Wastes and collect a shipwreck, and are told that we have been promoted to their old position! Generally, they are happy for us.

The tour begins in the Horrid Histories room, where we discover facts and histories about ancient artifacts and peoples who used to live in various places in the world. Heavily featured in this room are the findings by Mr. James Davenport, the anthropologist who accompanied us on our previous journey to Wuxia, about the tribal people who dwelt near the Kurai forest in the mountains of Hateshiganai. To our horror and utter sadness (and in one case bitter rage), the notes and descriptions did not match at all what we saw: they described a primitive and horrible people who sacrificed their own kind to their false gods and ate their own children, all while practicing heathenistic magicks! We were dumbfounded, for the tribe we had met in Hateshiganai were peaceful, kind, and at one with the natural world around them. While they may have practiced and dabbled a little into magic, they did not use it for profane purposes, as these notes indicated. Some of our party began to be angry at Luther, and directly blame him for this outrage, but he backpedaled and admitted that he had no hand in contriving any of these notes. He promised us he would close the exhibit and deal with it personally.

The rest of the exhibits were interesting and fun, but with the bitter taste of the Horrid Histories exhibit still fresh in our minds, we couldn’t quite shake it off enough to fully enjoy the experience—some did more than others.

As the day wore on, and the morning grew hotter, the opening ceremony for the museum took place. Several speakers came, including the Southern Vespan governor himself, and he it was who gave the golden scissors to Luther to cut the ribbon, signifying the museum being opened to the public.

Right before he cut the ribbon however, was when they came!

Ships bearing the emblem of the brutal Rhen Autarchy loomed over the nation’s capitol and began dropping bombs relentlessly on the people and buildings below! How these ships got there without notice was a marvel and beyond anyone’s comprehension! After the initial bombing, the troops were lowered to the ground, and began sweeping the city. There must have been a hundred—maybe more!—ships in the air!

Before the bombing first started, Luther cried out for the party to flee the scene and get to our airship, which had been flown in two nights previous. We began to run through the city, but found ourselves bombarded by a falling building. Most of us jumped or maneuvered out of the way, but some were caught in falling debris. Azandar was knocked unconscious! Emma broke from the party to save a group of children. She fended off some Rhenese shock troops with her mere presence, and sent them packing! One of the original A-Team, an Aquulish orc who never speaks, spoke the only words he’d ever spoken in his life to her: that Emma go to her friends, and he’d take the kids. Leaving him with her blessing, Emma ran through the city, eventually catching up to the group. She revived Azandar from his unconsciousness, and the party fled the rest of the way to the aeroport, where their airship was docked. It was heavily damaged, but still flyable, and so we boarded, started it up, and got the heck outta town as fast as that damaged ship could take us!

Four huge Rhenese warships started to pursue us, firing their massive guns relentlessly. Emma, using an alchemic trick, amplified her voice and called out to the entire fleet of the Rhen Autarchy to cease their senseless violence and stop this madness. Only the four ships that were pursuing us heard her plea, and turned away. Republic Central had fallen to the Rhen Autarchy, and Alwyn was overrun.

Elbion and the Dernhelm Mountains
Domains of Iron

From natural 20s on Perception rolls to autoerroticasphyxiation…..don’t ask… was a great game! Here’s the synopsis below:

Our party, such that it was, was invited one by one into Mr. Luther’s office. First, it was Hikaru Kenta who’d found himself drunk in an alleyway. He and Luther had a long talk about the Rhen Autarchy, and should there be any leaders in Elbion airspace for Hikaru to snipe them and take them out. Hikaru agreed to this arrangement.

Next it was Thorin Voidscales. He and Mr. Luther had a great deal of a conversation about dragons and…The Rend. After accepting to go on the expedition, Mr. Luther dismissed Thorin and let him go.

Finally, it was Alastair’s turn to meet with Mr. Luther. They discussed dragons and treasure, and Alastair expressed his enthusiasm for this next expedition!

The Party got on their way in the airship (known as The Outlook). As they traveled, they spotted another sky whale, but instead of a placid, tranquil scene they saw it in its death throes with harpoon rounds sticking out of its bulbous body in every direction! It was dying. It is said that to see a sky whale living while flying the open skies is to bring immeasurable good luck, but to see one dying brings immeasurable bad luck!

Behind the sky whale was another bulbous, ramshackle galleon style airship with spikes sticking up all over it. It began to charge the Outlook with the purpose of puncturing the zeppelin carrying the gondola, and crash it. With some quick whit and piloting prowess, Alastair barely managed to maneuver the Outlook out of the way of the oncoming enemy vessel, but not without sustaining heavy damage to the bottom of the hull of the gondola. One of the large spikes on the enemy craft raked the bottom of the Outlook’s gondola, tearing a gaping hole there. As a result, the Party lost half of their supplies. Nevertheless, they were still airborne, and could out-maneuver the galleon, flying at altitudes much higher than the enemy vessel could hope to achieve!

Hikaru, secured to the inside of the gondola with a rope around his waist, took aim down at the enemy airship, and fired. He took out the captain who was stupidly piloting the galleon out in the open. The crew lost their nerve, and got another to pilot the vessel away.

Two days had passed, and on the third day, the Party was flanked by two Rhen Autarchy heavy warships—one on the starboard side, and one on the port side. The one on the starboard side signaled for the Outlook to stop because they were in restricted airspace. Alastair took the initiative and signaled back, wanting to know why the area was restricted. The Rhen Autarchy ship replied that it would board the Outlook for inspection of goods and receipt of permits.

When the Rhenese airship boarded up with the Outlook, the captain, his first mate, and several other crew members came on board. They began questioning Alastair and Thorin about their business, and their permits. Thorin was honest and told the captain that we were on an expedition to the Dernhelm Mountains in Elbion. Alastair tried to look for any permits, but couldn’t find them. He tried to forge some, but was unsuccessful.

The Rhenese crewmen began inspecting the ship, and one came across the crate that Hikaru was hiding in. With all the moxy he could muster, he intimidated the man into walking away, pretending like he didn’t see anything, and that there was no conversation. The man did walk away, and kept silent about the whole ordeal.

The Rhenese, empathetic to the plight of the Party’s airship, let them know of a skyway 20 miles west of their position where they could rest and do repairs. The captain, however, demanded that we not fly any further, but return back to where we came from.

Alastair whispered to the first mate if he’d like a promotion, and the man affirmed. Under the guise of walking the captain back to his ship, Alastair shoved him off of the plank linking the two ships together, causing him to fall to his death! Before the crew members of the Rhen Autarchy could react and fight back at the sudden loss of their captain, the first mate (now newly-promoted captain) called them off, ordering them to return to their ship, honoring the deal he made with Alastair.

Thus, the Rhen Autarchy ships moved on, and the Outlook could continue on its journey.

That, my friends, is the synopsis of this past Saturday’s game. It was a lot of fun! Look forward to the next one with the rest of you!

—DM Andrew

Return to Alwyn Free Cantonry and the Horde
Domains of Iron

Tonight’s game was a smaller group. It worked out though, because it was the three sneakiest/investigative-heavy people of our party. At least as far as I think things go! Anyway, here’s the synopsis of the game below:

Our party finished their business in Wuxia, boarded the airship, and set sail back to the AFC. The only person that stayed behind was Trident, who decided to remain in Wuxia. It was an uneventful three-days’ journey through the sky, and along the way we saw some sky whales that floated through the air, gracing our eyes with their majestic presence! It is said that if sky sailors see the whales in open daylight, they bring immeasurable good luck.

The Party arrived in Alwyn Free Cantonry, and got settled in. We met with Luther and begrudgingly told him the troubles we had with the expedition. He paid us 30 gp each, and gave us our next assignment: spy on his competition Chatworth Acquisitions, Inc., and find any documents relating to treasure. He told the Party in three days there would be a job fair where we would go as pretend job seekers and try to find out what we could, infiltrate the offices of Chatworth Acquisitions, and find those documents.

Roderick and Luther had dinner over a sale Roderick was making for upgrading all of Luther’s automatons. The pitch went well when Roderick took Luther to his shop and showed off his creations, and Luther and he cut a deal.

Alastair also investigated the hiring paperwork on Drake, as well as the Chatsworth Acquisitions history for any dirt he could find on the owner, Rue Billings.

Three days went by and the day of the job fair came. There were several tables and booths set up outside the Chatsworth Acquisitions offices, and our party members inquired around at the different tables “looking for work”. Ragnar the dwarf (Rodrick), was looking for work at the company as a blacksmith. Sarah Buely (Ruby) also showed up, a B Class sailor in Luther’s employ, looking for work on one of Chatsworth’s new airships. Alastair was looking to be a private investigator for the company as well. Eventually, the three made their way into the building for a tour with the guard Jackson, and to meet with the lead hiring officer, Mr. Hunterdon.

Some confusion arose when they got to the hiring officer, as Sarah was the only one who had her application paperwork ready. Ragnar indicated he couldn’t write (although he can read), and asked if an exception could be made on his behalf. Mr. Hunterdon left for several minutes to ask his superior regarding paperwork. Jackson also left to get an application for Alastair.

During that time, Sarah and Alastair began rifling through documents in the office, while Ragnar kept watch outside. They found a few dozen applications for hired muscle at the company, and this seemed to dominate the recent candidates. Ragnar knocked on the door to indicate someone was coming, so Sarah quickly pulled the papers back together and sat down to wait. All of a sudden, Alastair grabbed her and pulled her into a kiss on the desk, atop all the messed up papers!

Mr. Hunterdon pushed the door open to this scene, and asked what in the heck was going on. Sarah hurriedly pushed Alastair off of her, claiming to not want to taint the love and memory of her recently departed late-fiance. At that point, Alastair left the room and Ragnar had Jackson take him on a tour of the building, while Sarah had her interview.

Ragnar’s tour of the building did lead to finding a room dedicated to prior and upcoming expeditions. He found documents relating to a treasure hoard in Elbion. Committing the information to memory, he left with Jackson who was none the wiser.

Alastair made his way up to the 2nd floor, and was confronted by a dwarvish guard. He smooth talked his way out of the situation, by deducing that the man was a drinker, who often drank on the job, and gave him some advice for getting support for his problem. Alastair then asked the dwarf if he could then find the Lead Investigator, but learned that he was dead and the position was now vacant. After leaving the guard, he unlocked a door to an office and discovered a file containing information on rumors of dragons in the Northern mountain range of Dernhelm in Elbion. He pocketed the file and all the corresponding paperwork before he made his way out.

After all of that, the three of them eventually made their way back outside. Sarah left, and Ruby showed up about 30 minutes later, meeting with Ragnar. Alastair approached, and the three discussed some of the happenings during their time in the building. They eventually made their way to a tavern and turned in for the night, with plans to bring their information to Mr. Luther in the morning.

The Totem of Hateshiganai Pt. V
Domains of Iron

What a game! What a game! What a game, guys! I had a lot of fun, and I hope you did too. Here’s the recap below.

Our party of heroes has defeated the most recent band of kenku, and are now rallying for the final battle. They decided to go forward and fight!

Upon arriving at the vicinity of the next camp, our heroes were blocked by a huge wave of smoke. Thorin released his drone into the air and it surveyed the area, looking for the source of the smoke. It found it in the form of a small-ish forest fire that was raging several yards east of their position. The party debated and discussed what their next course of action should be, and arrived at the decision to split the party up. Trident and Alastair would go to the airship and provide cover fire from the air. Azanadar, Armella, and Ruby would go up and around the flames to flank the enemy from the north. Thorin, Rodrick, and Hikaru would blow a hole in the flames temporarily so that they could pass through and flank from the south.

Trident and Alastair nearly ran into some traps, but were able to dodge them and salvage parts from said traps. Azandar, Ruby, and Armella got caught in traps twice trying to navigate through the smoke. Rodrick, Hikaru, and Thorin crafted a thermite grenade and prepared themselves to blow the hole in the flames. Having finally freed themselves, Azandar, Ruby, and Armella crossed the threshold and made it to the camp. Alastair and Trident piloted the airship over to where the camp was. The bomb was set, and Hikaru took the shot. All bedlam broke loose! The airship dropped a huge net down on the unsuspecting kenku below, and Rodrick threw a thermite grenade on top of them, killing almost every single bird. Armella went and freed the prisoners, and a small boy clung to her leg.

The last remaining tent stood amidst the wreckage of the camp, and inside was a cowering woman. Trident disembarked from the airship and went into the tent. She grabbed the woman by the hair and began asking questions. Unfortunately, the woman was powerful with magic, and entangled Trident in a mess of vines and roots, choking her. The rest of the group came in and combat ensued! When the lady was finally defeated, Hikaru planted his foot on her back and had his revolver leveled at her. Trident, now free of the vines and roots, searched her body and found a note that read “Im Sommer gehen die Vögel zu kaltem Wasser und singen.” Suddenly, the lady came to, her arm dislocating and disjointing grotesquely behind her, and grabbing Hikaru by the ankle, threw him off of her, slamming him into Rodrick. She got back up, and began to say menacing things to the party in Rhenese, the above language. The party fought and fought, and found out that bullets were ineffective against her. Finally, they knocked her out again, and argued over what should be done. It was decided that she would be burned to ashes.

Azandar had a past with these types of creatures, or soldiers, and explained to Trident that this was a super soldier, and needed to be burned up to nothing in order to fully die. Before that happened, however, Alastair brought the whole of the airship down on top of the woman, crushing her. Thereafter, she was burned to ashes!

Our party returned to the tribal village and Rodrick reported to the chief Hiwa-ki that the kenku had been utterly destroyed. He showed him the marks his father gave him, asking if the chief could figure them out and teach magic to him. The chief said he would try. Suddenly, at that moment, there was a great horn call, like the clear ringing of silver trumpets.

The Hierophant of Tarj, and two of his Paladins on clockwork horseback had shown up to collect Armella. Alastair tried to reason with them, but he was caught in a circle of truth where he could only speak the truth and nothing else. He was hard-pressed to keep the advantage.

And that’s where our game ended. I look forward to seeing how this all plays out next time! See you in several days!

—DM Andrew

The Totem of Hateshiganai Pt. IV
Domains of Iron

What a game yesterday, guys! You all played really well. I keep looking forward to our next games. Here’s a recap of last night’s game below:

We came out of the last battle with kenku licking our wounds and gravely injured—some more than others. After some time spent healing as best we could, we deliberated over whether we should continue, rest, or go back to the tribal village and rest. We decided to go back to the village, get healing, and rest. We went back to the village and were ushered into an enclosure where we laid down. A witch doctor came in and performed a healing spell, and we were healed of all injury and status effects. We then milled about the village for a little bit, exploring and investigating things. Ruby, Armella, and Hikaru made their way down to the arena to investigate and study the strange other-worldly totem further. Suddenly, the urge to do battle overcame all three of them, and they began to attack one another! Hikaru first threw both of his revolvers at Armella and Ruby, but missed. Armella shield-bashed Ruby, knocking her clean off of her feet! Ruby got herself back up and tried to attack Armella with her parasol, but it was ineffective against Armella’s powerful armor. The three characters eventually shook off the effect of the totem, and got themselves out. Other characters came inspecting the commotion, and found out what had happened. All in all, what was at first a terrifying encounter turned into a generally slapstick mess with the three characters trying not to hurt each other!

While we had been licking our wounds out in the forest, we’d devised a plan for the next raid of kenku. We decided it would be a good idea to use a stratagem and disguises to infiltrate and destroy the kenku. Rodrick, the changeling would transform into a kenku, and we would go with him into the next camp, pretending to be charmed by a disguised Rodrick. While we were devising this plan, Trident was out scouting and looking for any signs of the enemy. She heard strange noises coming from the village, and followed them. It sounded like kenku were in the village, but to her chagrin, it was just Rodrick practicing voicing for being a kenku. The group met up, and proceeded into the forest to the next kenku camp.

On our way there, we came upon a stand of trees that was huge and overgrown. It had a carcass hanging from it. We searched around and found out this was a primitive but intricate trap that was spring-loaded. We set the trap off from a distance, and made safe passage through. Later, we came upon another stand of trees where a majestic unicorn came out and revealed itself to us. After a while of being enthralled by what should seemingly be a nonexistent wonder and fairy tale, it spoke to us in our minds, urging us to be on our guards.

Finally, we came upon the second kenku camp. Rodrick as Ripper the kenku spoke with another one of the kenku, Garshuk. He notified Garshuk that he’d charmed our heroes, and wanted to take them to the prison in camp. As we were being escorted, and were about to go into the prison, Garshuk demanded that our weapons be removed. That’s when the fighting broke out, and Azandar fired the first shot, killing one of the kenku. The battle raged on as the kenku tried to throw as much magic as they could at us, but we were resilient. In the end, we defeated the kenku and chased some of them off. Trident made her way into camp and found the kenku leader’s tent. With two powerful blasts from her shotgun, she slew the leader of this particular camp. Here she sat down in his chair upon killing him, having a smoke.

Now that the battle was over, we made our way around camp, looking for any information the kenku might have. Rodrick approached Trident in the leader’s tent, and tried to talk to her about his form and the magic involved in the group. Drama ensued when Trident didn’t answer, and after giving Rodrick the silent treatment, she left the tent. Rodrick was very upset. And that’s where we left off!

Thanks for playing guys! Look forward to our next game in the new year!

—DM Andrew

The Totem of Hateshiganai Pt. III
Domains of Iron

What a great session, guys! I really enjoyed it! You all roleplayed well, and combat was tough but excellent. Here’s a brief recap below:

Our heroes returned the young girl back to the swordsmith in the village of Somatsu, and everyone there now reveres our heroes! We ventured back into the forest, after some deliberation over the map that was found in the kenku camp. The map showed different shapes and symbols representing different areas. We first went to the triangle, which, to our relief, was an abandoned ambush site that the kenku had previously set up. We then retraced our steps back to the edge of the forest, and made our way via a vote to go to the area represented by the star. Once we got there, we suddenly found ourselves beginning to fall into a deep sleep. Before we fell completely asleep, however, we saw a strange creature with a elk’s head and a man’s body approach us, as well as others. It was too late for us to take any actions, as the drowsy sleepiness completely overtook us.

Upon waking, we found ourselves being escorted by the stranger in elk headdress (he was human, apparently), and lead deep into the forest. We found ourselves arriving at a strange and primitive looking village, populated and filled with villagers dressed in similar garb to our escort, whose name we found out was Kai. The name of the tribe, we also found out, was called Ruun. In the center of their village was an ancient coliseum in the center of which was a strange and seemingly out-of-place totem. From there, we were lead to the chief of the village, the wise Hiwa-ki. Once introduced, he spoke to us, and we conversed with him. We asked if our anthropologist James Davenport could study the tribe and their ways, and Hiwa-ki agreed only if we freed the other villages from the kenku scourge. At this point in time, the tribe of Ruun’s village is acting as a refugee camp to other villagers from surrounding areas who are affected by the kenku scourge. We agreed to help him, and set out to the first of the moon phase symbols on the map: the 3/4 phase moon.

We tried to enter the area stealthily, but some did not manage to do so. Rodrick purposefully made noise, and that brought a hailstorm of crossbow bolts into his chest, nearly killing him in one go. Suddenly, all chaos broke loose, and wild magic began to surge everywhere! Hikaru underwent a chaotic transformation where he turned into a large nine-tailed full kitsune, and raged across the battlefield! Kenku strove against our heroes mightily like dragons, and dealt hefty blows with their strange and evil magicks! Nevertheless, our heroes persisted and didn’t give up the fight, killing the majority of the kenku, and chasing off the remainder. Trident got in some murderous shots from her shotgun, killing a couple. Armella smashed another with her powerful mace! Alastair had the guts to engage one of the kenku in hand-to-hand combat! Nevertheless, our heroes were victorious overall, and now they are licking their wounds.

All was not totally well after the battle, however. Hikaru, still a raging kitsune, was uncontrollable, and Rodrick tried to gain control of the situation by transforming into Ruck, the orc. Ruby, having had enough of all of it, put her foot down and demanded that everyone calm down. Racking her shotgun, Trident approached both Ruck and a returned Hikaru, demanding answers. They could only tell her what they knew, and she nearly got in a fight with Azandar. Luckily, everyone calmed down, and the group continues to go forward!

Thanks for playing, guys! Look forward to our next game this coming Saturday, the 9th!

—DM Andrew

The Totem of Hateshiganai Pt. II
The Domains of Iron

What a session, guys! You all roleplayed well, and did your parts to move the story forward.

Just as a recap of the session, here’s how it went:

We began where we left off on the airship and flew for another day or so and arrived at the island of Hateshiganai. We saw the main mountain that dominates this island, Mt. Towa. We also saw that there was a large fishing community along the coast. We finally made it to the hikojo, or nearest aeroport to the nearest town to where our destination lies: at the foot of Mt. Towa. Upon disembarking, Hikaru paid his respects at a local shrine. We all made our way on the road to the nearest town, and came across two very large snakes. Luckily, they weren’t interested in attacking us, but interested in just moving onward.

Eventually, we made our way to town, and came upon the village of Somatsu, where we began to explore and have a look around. A few of us made our way to the izakaya, or tavern, while others made their way to the minshuku, or inn. Rodrick made his way to the saibansho, or courthouse in town to see what was on the bulletin. Alastair began searching around town, starting a new investigation. Ruby, Armella, and James Davenport, our accompanying anthropologist, secured rooms for the night. Azandar made his way to the kenshi, or swordsmith, and asked for a special steel design to be made. A lot of waiting took place. Alastair met Akihiro, and began to ask about the history of the place. He learned that there have been disappearances in this area—one a young reclusive woman a year ago; two a village elder three months ago; and three a little boy a week ago. Trident elected to stay behind with the airship, and guard it. She was eventually attacked by snakes!! Eventually, everyone retired to bed for the evening.

The next morning, everyone made their way downstairs to breakfast. While we were yet in the midst of eating, suddenly the swordsmith came barging into the minshuku, and cried out that someone or something had kidnapped his daughter in the night. A huge investigation took place, and all the clues pointed to the northern Kurai forest, where strange bird-like creatures were kidnapping the villagers. We went into the forest a ways, and came upon a frightening scene: several of these bird-like creatures chanting and surrounding a cage with a young woman in it. We did battle with these creatures, known as Kenku, and found out quickly that they were dabbling into magic!! While we drastically thinned their numbers, they were clever and used their magic to hold us in place and confuse us. Two of our number however—Hikaru and Rodrick—were immune to the effects of the magic. After a fierce battle, and some mind tricks by Rodrick, we came out of the battle successful. The young woman was rescued, and we began to return to town. We interrogated one of the Kenku, and found out that the reclusive young woman who disappeared a year ago is now controlling the Kenku. What will our heroes do? How will they solve this dark riddle? And what of their original quest: to find the Totem of Hateshiganai? Will they locate it? Find out next time!

There’s our recap for the night! Hope it was helpful! I will try to do this after every game. Have a great Thanksgiving, guys!

—DM Andrew


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