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| ** Welcome, Traveller... ** |
| The Kingfisher's Ship Record |
![]() |
| ** Welcome, Traveller... ** |
| The Kingfisher's Ship Record |
THE PORTAL UNDER THE STARS
The orc wars ended centuries ago and the Tradeway was built across orc territory, connecting the Old Kingdoms of the north and south. As human settlements and farmsteads popped up along the Tradeway, the orcs were pushed further to the fringes of their former lands. But the prosperity most humans found never took hold in Ünmann.
Most have left and only a handful of villagers remain, including the faithful acolytes of the local Shrine of Saint Iambulus, and a handful of dwarven merchants.
The town elder, Old Robert lays dying with no family to mourn him. As the last villagers pay their respects, he tells a tale of his youth, some fifty years ago. On the night of the Empty Star, he climbed the old hill, and in the rubble he discvoered a magic portal. Beyond he say the gleam of jewels but when he entered, he was chased away by “iron men” with spears. He wished he’d been braver and made the effort to recover the treasure he knew must lie within. Better to have died than return to the misery of scratching out an existence in Ünmann all the years afterward.
As Robert finishes his tale with his dying breath, one of the locals realizes that the night of the Empty Star is only two days hence. The villagers give Old Robert a proper burial and make ready to ascend the hill.
Two nights later, they discover Old Robert was true to his word. The portal appears amid the rubble of the old tower, and a corridor leads to a gem encrusted doorway.
The villagers endure a series of deadly hazards in the dungeon beyond. Beams of light that disintegrate you where you stand. Moving iron golems that hurl spears with deadly aim. Shambling piles of bones and a demonic serpent. And a statue that shoots jets of flame at all who pass. Some live and some die.
The recurring theme of the dungeon seems to indicate an ancient tribe of primeval orcs under the command of a strange alien sorcerer. At last the villagers breach the innermost chamber to find a large clay statue of the sorcerer surrounded by a battalion of clay orcish soldiers. The statues animate and attack the villagers. More fall in battle, armed only with hand tools and clubs. When at last they bring down the statue of the sorcerer, the soldiers freeze in place again.
The survivors locate a hidden chamber. Within lies the inanimate body of the alien sorcerer. Peering into its crystal orb, one villager is confronted by a demon who explains that the sorcerer rose to power with its aid. The sorcerer retreated to this sanctum after his last battle and projected his mind outward to explore the cosmos. But his mind become severed and lost, never to return to the World of Urd.
The demon offers a similar pact to the villagers, who reject the offer in horror. Demons are the bringers of chaos and strife and none want to sacrifice their souls.
Among the treasures, one villager also located the sword and armor of his ancestor - Sir Roderick the Guardian - a hero of legend said to have died in the towers collapse.
With a cache of treasure that can be sold and noting left to return two in Ünmann, the remaining villagers decide to head north along the Tradeway in search of new opportunities and adventures.
Here's a summary of the first session (which is like a prelude to the campaign).
Thanks to everyone for helping with the playtest.
THE TOWER OF AZHUG
The Hinterlands is a region long home to various bands of orcs. The orcs live close the land, hunting, gathering, and driving herds to seasonal grazing grounds. But over the past several decades, they have become increasingly hostile to the human kingdoms to the north and south of their territory and the last generation has known nothing but war and aggression.
The orc warlord Azhug III is the third in a dynasty that has held the orcs under one rule. Azhug belongs to the Standing Stone band. In generations past, this band has been regarded as lore keepers and holy people among the orcs. At some point, the band became more aggressive and began subjugating other groups. Azhug I (the current Azhug’s grandfather) was the first warlord to claim rulership over all the orcs of the Hinterlands.
The Old Kingdoms and the Free Cities of humanity have had enough and banded together to stop the orc hordes. But the orcs have proven particularly difficult to break.
Amid those fighting for the human armies is the elf adventurer, Mallonn and his companions, the thief Khaine, the paladin Sir Roderick, the halfling Seamus, and the dwarf Hanksite Irongrits. After a skirmish with an orc patrol, they are approached by a lone orc, Garzal, who surrenders and offers to lead them straight into the warlords camp if they promise to end the Azhug dynasty once and for all. Garzal in an orc traditionalist who longs to return to the old ways and abandon the endless war and conflict.
Knowing the mission will be difficult, Mallonn calls upon two of his old adventruing companions, now retired: Zelligar the Unknown, a powerful wizard, and Rheagen the Fearless, a legendary fighter.
The heroes make their way to Azhug III's base and discover that he has erected a tower ringed with a stone wall.
| The legendary party sets forth... |
Their climb leads them through a window and into the stairwell directly outside Azhug's champers.
After a quick battle with the warlord, his son (Azhug IV), and the house guard, and a hill giant that has squeezed up the stairs, the heroes are victorious.
Hanksite unveils a new type of device his clan has invented - black powder guns!
However, one orc escaped the battle - Azhug's queen, Gemti. During the fighting, Azhug was overhear telling her to "go to the Old One". The heroes track her up another flight of stairs to the top level of the tower.
At the top level, they find the orc queen attending a figure seated on a throne. The figure is humanoid, but alien and unlike any species anyone has ever seen. Zelligar deduces that he is one of the ancient First People, from whom humans, orcs, elves, and halflings are descended.
It is the Old One that has bent the Azhug line to his will and stirred them to conquest and war from the shadows. He mocks the heroes, telling them their species have degraded much since his kind brought them forth upon the World of Urd.
The heroes engage the Old One and surround him. His magic proves to be powerful as he obliterates the life force from Garzal with one word and paralyzes Seamus, Khaine, and Zelligar with a touch. Nonetheless the heroes gain the upper hand and the Old One flees into a magic portal behind his throne. Sir Roderick is able to dive in after him while the tower collapses around the others.
In ages to come, the heroes will be remembered for their defeat of the Azhug dynasty and how they sacrificed their lives in the destruction of the tower. But the secret of the Old One will remain a secret, lost in the rubble now piled atop the hill where the tower once stood.