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Session 06 - A New Home

General Summary

After (Barbarian) met his end, his companions wanted revenge and badly, but because they couldn't agree on how, they did a bit of reconaisance first. They soon discovered that the raid on Driva had nothing to with the gathering of supplies, it was to disguise a kidnapping of an ex-federation scientist whose been hiding there, his exact location still unknown. While Pete was gathering this intel, (Warlock) was back in the tavern, getting to know Johnson, a captain of some respect amongst the others pirates, why, that is still unknown. (Warlock) comes to think of Johnson as a potential ally, for when it's time to take time Gale, but the rest don't really trust him.   After getting back to the ship and meeting up, they plot to assassinate Gale and get revenge on (Barbarian). They come up with some good, but also some terrible plans and finally, they go for the craziest of them all. Use their Skyship to lay waste to the tavern, with Gale and his allies in it, but first, see if they can assassinate him and do just like they did in Lunaris. So Pete and (Druid) scout for Gale, whose having a one-male orgy on the second floor with plenty of women. Doing this, they send Pete to assassinate, while the rest waits below. The assassination attempt fails and the party flees, with Gale and his pirates on their heels. They manage to get to the docks, where (Druid) casts Fog behind them (glorious move here), making Gale and most pirates drop to their demise (for a long while...). They get to their ship, quickly turn it and use their cannons to lay waste to the pirate settlements upper quarter. Seeing the devestation of a single Federation Skyship for the first time, the pirates quickly surrender to the poor villagers and the indiginous population (Tortles).   With the pirate menace dealt with, the party receives 20 days of Downtime to get their act together:
  • They return IRVI-II to the Tortles, with Johnson being in charge of security. 
  • The party builds a Trading Post, making IRVI-II into a trading hub. 
  • Pete creates a little spy network for the party, funding it for the next 2 years.
  • (Necromancer) goes on a side-quest, earning a bit of cash
  After their leisure time, the party sets of to Driva, in order to find the scientist and do with him whatever they can think of when they finally get to him. It takes them roughly 10 days of travel to get to Driva, on the way they encounter two goblin airships which they demolish, but not before the a goblin wizard teleports himself and several goblins on their ship and causes some major havoc. Killing the goblins they find arrow, a Staff of Teleportation and a Ring of Spell-Storing VI.   Upon entering Driva airspace and cruising around the party is intercepted by a host of smaller airships asking their intentions (unidentified ship and all that). Explaining their situation (peacefully), the party is escorted to Isleburg, the largest city-state on Driva with the most connections to the rest of the Plane. It is here that (after paying their 20 GP/day docking fee and a bunch of running around) the party might find a new temporary home, well, at least Pete...
Report Date
17 Oct 2024

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