Irregularity Classic

Down the Drain
Further investigation is required in Dalgish.
Dispatch

Debriefing The party sets out across the now familiar desert, and arrive on schedule. They proceed underground to the massive stone door. Aziz uses his knowledge to plant the explosives successfully. Behind the remains of the door, the group finds several rafts and a sloped path that fades into darkness. With the door open, water begins pouring in behind them, creating a river…

They climb aboard the raft, and are shuttled down into the depths of the platform. The river lets out into another underground lake, and the party floats along it for a short time, before finding shore. They also find something else; something astonishing…

A city is carved into the cavern walls of the underground river valley below them. It stretches for miles before fading into inky darkness…

“Stop” Hans says to the party, “I hear…”. Suddenly, he leaps at Aziz and Derweasel, forcing their weight onto Tulsa, toppling the entire party down a muddy ramp, into the darkness below. Before anyone can question his actions, two soldiers appear above them… The group overhears they are to stand guard until the engineer arrives to inspect the entrance to the waterway.

They wait a few minutes, while planning their escape. Through a combination of guile, intimidation and luck, they discreetly subdue the guards, and make their way back to the raft… Only to realize they have no way back up the waterway. “This make no sense”, says Aziz, “no sense at all. They have some sort of trick for this, I’m sure.” Derweasel discovers a simple panel with a few strangely marked buttons, and one recognizable one: It has an up arrow. Climbing aboard the raft, they press the button and hope for the best.

A grainy, recorded voice asks all personal to please clear the yellow zone. The party turns to see a large metal wall slide into place, creating a dam. The water level quickly rises as several pipes begin pumping water into the room. They make their escape, and return to Naradona.

Success!
  • 4,000 gold from OfPS
  • Belt of the Brawler (heroic tier)
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Inventing Trouble
Is Garret Tarn guilty of supplying ne'er-do-wells?

The group was tasked with finding Independent Inventor Garret Tarn and returning him, alive, to stand trial for supposedly supplying ne’er-do-wells with advanced weapons and other devices. They traveled through his lab, collecting notes on his reasons for halting contacts and contracts with the OfPS along the way. The group was met with no personnel that tried to stop them; instead, they faced traps designed to hinder and discourage them. They struggled their way through poorly-cloaked bombs, avoided a deadly pit-and-smoke-filled hallway, were struck by small darts from a trapped desk, and fell prey to some illusionary pits.

After encountering trap after trap, finding more notes and a few prototype gadgets, the group came to a door guarded by two golems. The party smashed their generators, and proceeded to Garret Tarn’s lab. The party was attacked after a series of failed negotiations. They made short work of the inventor by destroying his machinery, depriving him of his mobility and forcing him into melee combat. The party returned Tarn to the OFPS and decided; based on his notes, he was just doing as any other private inventor would. (Note from Gram: “He’s a slippery bastard; as oily as his busted-up toys”.) He agreed to work for the OfPS in exchange for not being prosecuted for attacking the party, with the addition condition that he is entirely subordinate (read:’bitch’) to Doctor Angie. To better enforce this, Gram placed powerful Geas magic on Tarn, practically enslaving him to Angie and the OfPS for the next seven years. (Note from Gram: “If he was serious about working here, he shouldn’t mind, right?“) He now provides innovative weapon enhancements for the group whenever inspiration (or Gram) strikes him.

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Messi Situation
Machines are inexplicably failing in nearby Messi.
Dispatch

Debriefing

The caravan sets out for Messi. Two hours into they journey, the party finds a fork in the road. Also, they see a second path.

...

“Er, that way!” says Aziz, pointing down the eastern path. They group travels deep into the woods, and after six hours travel, they begin to think they may have picked the scenic route. They come across a beautiful waterfall, which serves to hide the approach of…

A starved wolf. Derweasel hops down. “I know how to deal with this lot. You just have to puff up and make yourself look big!”

He stands under five feet, even with his arms raised… The wolf growls, Derweasel screams, and a chase ensues. Razma watches for a while, then digs out an extra bit of beef packed for the trail. She tosses it to the dog, after which he snatches it up and gleefully runs back into the woods.

Eight hours pass, but the party safely find their way out of the forest, and into Messi.

Success!
  • 2000 (400) gp
  • Catpaw Boots +1
  • EX Mission #4 Available
  • 20 Experience
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Well's Run Dry
The water's dried up in the desert town of Dalgish.
Dispatch

Debriefing

Zolak, Tomasso, Hans and Buddy set out for Dalgish. “I’ve got a good feeling about this one”, says Zolak.

They cross the desert, arriving in a mere four days, a full day ahead of schedule. They were well-off with their superior survival skills.

Tomasso descends into the first well…

“A cave’s been hollowed out at the bottom”, he writes out to the party. They descend as well, and enter the tunnel.

A solid door stands in their way, but it is no match for the groups strength.

They attempt to sneak further into the tunnels, but Zolak is sniffed out by a dire rat! Hans quickly silences the beast. “Try to be more careful,” he says to Zolak, “or next time, this could be you”. He points gravely to the rats lifeless body.

The wells water is found, and not just one wells water; tunnels had been burrowed from all the wells to this location, forming an expansive underground lake. They party celebrates their victory, but Buddy notices a shadowy figure fade into the darkness across the lake. Another door blocks their path, this one far more formidable. The party turns back, successful in their mission, but now curious…

Success!
  • 3,000 (600) gp
  • Glooming Shroud +1
  • EX Mission #3 Available
  • 20 Experience
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Priestess of Earth and Sky
Sessions 1-3: Adventures in the Village of Keegan

For their first mission, the party has been dispatched to the village of Keegan, hidden in the mountains beyond Lineker Hollow. The village is home to those in tune with nature; the druids, the shaman, and other primal forces…

“Keegan is under siege. One of the village leaders has gone missing, and with her absence, the barrier that protects the village from harm has dissipated. Raiders of unknown origin and intention have begun pilfering from the farmsteads nearby. Most recently, a farmer was found wounded, his family abducted, and his farm razed. If the increased severity of the raider attacks wasn’t enough, reports have shown strange shadows prowling the locale graveyard on clear, moonlit nights.

You’re charged with halting the raider attacks, determining the fate of the village leader, establishing a means for the village to defend itself (should the worst have befallen the leader), and investigating the mysterious shadows. Intriguing.”

Four heroes make their way south, through the Lineker Forest. B5, a clockwork with an uncertain past and ties to primal forces; Chandra, a valkyrie and a circus runaway gone rouge; Gram, an imbued bounty hunter with a dark curse; Nolmar, a dragonkin cleric favored by the gods…

After arriving at the humble town center of Keegan, the four are greeted by the charismatic druid, Walen Draydson. He explains the extent of the damage caused by the raiders, and points the party to the only man found after a farm was razed recently.

The man is unconscious, but cries out for his wife and daughter, even in his uneasy slumber. B5 peers into his mind, and determines that goblins and hobgoblins are likely responsible for the attacks. Nolmar realizes the man is on the brink of death, and performs surgery to save is life.

The party approaches the second eldest of the village leaders. He is a large, powerful man; much larger than even B5, despite being only human. He is quiet as the party enters… He seems unable to answer the party. Beyond distress at the loss of his sister, he remains silent, entrusting a bag filled with earth to Nolmar.

They rest for the night.

The party makes their way again through the peculiar Lineker Forest, this time in the direction of Lineker Hollow. This forest was an enigma; it defied the party at every turn, doubling back on itself in a way the group deemed supernatural. Fortunately, B5s superior understanding of nature, and Chandras outstanding sense of… Well, luck… The party made it through, past the deepest reaches of the forest. With the exit, however, they also found battle!

The goblins and their crude bows were no much for the young warriors, and the battle ended as quickly as it began, although the victory was not without cost. A goblin Blackblade made off with the pouch Nolmar had received! Without delay, the party gave chase into the valley.

The foolish little goblin led the group to what appeared to be a solidly, albeit tastelessly fabricated fortification. They planned their assault as a storm began to brew, covering the valley in darkness. The party fought their way into the goblin shanty town, chasing the goblin Blackblade, battling not only goblins, but their larger and fiercer hobgoblin kin.

The hobgoblins were fierce, but the storm that fell upon them even more so…

The group battled their way past the goblin guardians. The last fell, and Chandra approached to strike the final blow. “Warghide will see you dead!” were his final words, as billowing thunder drowned out the latter half of a frightful battle cry.

B5 and Chandra lead the group onto a balcony in the shape of a crescent moon, in the goblins inner sanctum. Torches flickered and flared in the large, circular room with its crude, vaulted ceiling. The space was a necessity; The chamber was prison to a mighty whirlwind, chained by dark magics.

The adventurers arrive in time to see the goblin Blackblade receive a fierce blow from his superior, knocking him unconscious. The party

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