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Tales from the Foundry

A brief retelling of the adventures of The Foundry.

  • 1457

    17 /9

    Prologue
    Gathering / Conference

    In which a diverse group of adventurers is gathered by one Brance Tajnikus to discuss the retrieval of a map and key which will supposedly unlock the way to a mystery that has confounded him for many years.

  • 1457

    19 /9 11:00

    The search for the Key
    Miscellaneous

    In which adventurers Kurt, Klein, Udganu, Ovid, and Westin trace the key to an art counterfeiter in the Tumblebrick District of Galaston, but are waylaid by thugs sent to retrieve the same object. A merry chase through the sewers ensues, and the party encounters a sinister pair at the criminal's hideout.

  • 1457

    19 /9 16:00

    Westin's Departure
    Disbandment

    Having decided that his current company is a bit too dangerous to be around, the mage Westin is tasked with returning the Key to Brance, under the supervision of Udganu, the shaman. The cunning satyr attempts to make off with his fellow's share, but is forced to settle for a tidy sum and a stolen book instead.

  • 1457

    19 /9 17:00

    New Friends
    Gathering / Conference

    Sure that the dragonborn thug that he and his friends have crippled and kidnapped is sure to become his best friend, the minotaur Ovid runs through the streets of Galaston to the Liledhal Society. He, Udganu, and their new pixie friend Sanford are directed to Cruworn Hospital and Doctor Frances Cadden - a researcher focused on returning the anima and essence back to a deceased individual. The dramatic procedure is a success, and the lucky dragonborn is introduced to the party as Addam, who doesn't seem to remember his traumatic experience.   Meanwhile, Kurt and Klein visit the Harpy's Hearth to follow up on a note found in the hideout. A brief conversation with the bartender reveals that the Rossyn crime family is involved in the operation of the inn - a name with significant weight in Kurt's circles. A look upstairs uncovers a traveling trunk containing some bone chips and a passport for one Esther Tickner.   Meeting back at the Liledhal society, the newly-enlarged group receives a challenge from Brance to travel across the continent and reach the Rustvani city of Haunetsk in a mere 45 days.

  • 1457

    19 /9 21:00

    The Stanton Lodge
    Discovery, Exploration

    In which the adventurers Kal'Goris, Zander, Vilborg, Damon, Rathke, and Raoden venture to the Stanton Lodge in search of a map, and find several. So adept are they at searching that they also find undead groundskeepers, slimes, and Galastonian gang members out in search of their artifact and make a definitely-not-coerced friend along the way.

  • 1457

    20 /9

    Securing Passage
    Civil action

    In which Kurt, Klein, Udganu, Ovid, Addam, and Sanford secure passage to Rustuszi via the impressive elemantic steamship Draconic. Klein and Addam buy fancy suits. Kurt buys drugs and secures a secret cargo to mollify a dangerous criminal family. Udganu finds rumors of a group of her people far out of the city.

  • 1457

    20 /9 08:00

    Return to Galaston
    Expedition

    In which the adventurers return from Stanton Lodge, the druid Rathke decides that his destiny lies elsewhere, and the party makes a new friend - the pixie Martin. After a leisurely brunch in the quaint village of Morngram, the intrepid heroes set off down the Morning Ravine Road towards Galaston, but are soon set upon by a coach full of sinister masked riders. A low-speed coach chase full of thrilling heroics ensues!

  • 1457

    20 /9 18:00

    A triumphant return
    Life, Achievement/ Win

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden return to the Liledhal society with Brance's map. When combined with the key, the rod projects distorted greenish whorls across the chamber and the party decides that it must be designed to be placed in a specific location. Brance gives the party a challenge to meet him in Haunetsk in less than 45 days, and they begin planning their trip. Finally, Isaac leads the party to his now-abandoned hideout, where they discover a magic scroll and a partially-assembled steam carriage. Martin and Kal'goris manage to secure travel papers.

  • 1457

    20 /9 20:00
    1457

    23 /9 11:00

    Voyage of the Awatea
    Life, Relocation

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden sweet-talk Lord Admiral Jagelle into allowing them the use of his private elemantic yacht, the Awatea. After a close encounter with a massive Commonwealth dreadnought (the Leviathan) while sailing from Galaston, the party has a day of smooth sailing. Thick fog takes an unusually long time to clear the following day and the Awatea nearly collides with the wreckage of a small fishing ship. A small child (Clarance Pautech) is the only survivor. Kal'Goris is warned to "Beware the False Prophet" by a voice in the fog, and begins exhibiting hostility towards the rescued boy. The fog returns in full force that evening, and brings with it a horrific sea monster - a mass of writhing mouthed tentacles and its offspring. After a difficult battle, the party is victorious over the creature with minimal losses amongst the crew. The final day of travel is peaceful, if subdued, and by the morning of the 24th, the colorful city of Estinette is visible on the horizon.

  • 1457

    21 /9
    1457

    22 /9

    Smooth Sailing
    Population Migration / Travel

    In which Kurt, Klein, Udganu, Ovid, Addam, and Sanford enjoy the luxurious accommodations of the the queen of the seas - the ESS Draconic. After a single restful night, the party discovers a lone abandoned sloop in the water, sails tattered. The adventurers sweet-talk their way into exploring the vessel. The ship is found to be the Carodir - an attendant to a leviathan-hunting ship named Kuri's Bounty. The ship's log indicates that the crew of the larger ship began acting erratically and called the Carodir's men aboard, after which the journal entries stop. The ship is discovered to be teeming with hostile marine life. A mysterious orb is discovered in the bilge, dripping with strange black fluid.

  • 1457

    22 /9 11:00

    A Flawless Plan
    Revolution

    In which Kurt, Klein, Udganu, Ovid, Addam, and Sanford decide that they should take the Carodir for themselves. Having returned to the Draconic, they begin creating distractions as the steamship begins sailing again. Udganu starts a small flood. Kurt retrieves his smuggled items. Klein starts a fire. Addam pushes an old woman. Sanford observes the chaos and steals a drink. As the ship descends into chaos, our heroes steal a lifeboat and break for the Carodir, pursued by shipboard marines. Kurt drives off the pursuers by stuffing a grenade into a cannon, but regrets the consequences.

  • 1457

    22 /9 12:00
    1457

    27 /9 06:00

    Smooth Sailing
    Population Migration / Travel

    In which Kurt, Klein, Udganu, Ovid, Addam, and Sanford sail to Jeulier in the Allourian Republic to gather supplies and crew to continue their voyage. The party makes contact with Blue, a dragonborn crime lord and his Kenku assistant Ecko. Kurt arranges for a forged ship registry in exchange for transporting one of Blue's associates to Olliegne. Klein gathers information from his fellow sailors. Sanford befriends Big Ghi'im. The crew hires the sullen Keilinh, her enthusiastic twin Gehry, and Big Ghi'im himself. The adventurers meet their passenger - a quiet man named Ehrir.

  • 1457

    23 /9 12:00

    A day on the town
    Cultural event

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden rush from the Estinette docks to the central station to catch the massive and prestigious Continental Express. To Martin's great consternation, the party mostly sets a leisurely pace. Raoden is given a strange doll by an elderly crone. Upon arrival, the party discovers that the train is delayed by trouble on the tracks further down the line, and they must stay the night in Estinette. Kal'Goris and Martin go dress shopping. Zander notices a group of well-dressed individuals. Damon is nearly arrested while trying to avoid paying for a hostel. In the middle of the night, a horn blast signals the arrival of the Express.

  • 1457

    24 /9 9:00

    All Aboard
    Population Migration / Travel

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden board the Continental Express, Queen of the Rails. Raoden gives his doll to a young girl. Zander and Kal'Goris observe some well-dressed individuals in second-class - among them is a drow that bears a striking resemblance to Raoden. On the evening of the first day's travel, Raoden, Vilborg, and Martin hear about a medical emergency in first class and begin to notice unusual activity amongst the crew. Investigation reveals that the crew appears to have been replaced by unknown agents. Despite strong encouragement to stay in their seats, the party decides to investigate.

  • 1457

    25 /9 01:00

    Tickets, Please
    Military action

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden begin battling their way to the front of the train, dispatching the hijackers as they go. An excursion of the roof proves to be more dangerous than initially expected. Vilborg discovers the joy of teleporting foes off a speeding vehicle. A young girl is found in a coma, next to a familiar doll. The group tries to bluff their way through a room full of hostages. A showdown with Britha, leader of the Grey Gauntlet mercenary company, results with the hobgoblin leader locked in a refrigerator.

  • 1457

    25 /9 08:00

    Revolutionary Transportation
    Military action

    In which Kal'Goris, Zander, Vilborg, Damon, Martin, and Raoden make their way into the crew's car - the final one before the locomotive. The party faces off with Bilia, a revolutionary leader with the Jedreyan Revolutionary Front, seeking independence for a region in southwestern Allouria. Martin critiques a revolutionary plot. Bilia activates a surprisingly destructive golem bearing the emblem of Wulfa Industrial, a well-known civilian golem manufacturer. Bilia perishes shockingly quickly. The group moves to secure the train and prevent further casualties from the remaining revolutionaries, succeeding at half these objectives. The party interrogates a group of well-dressed individuals regarding a girl in a coma and a now-missing doll. With help, they arrive at a diagnosis and concoct a cure. After the longest day in human history, the Continental Express arrives in Armagh to await investigators and replacement crew.

  • 1457

    27 /9 07:00
    1457

    29 /9 11:00

    Not-so-smooth Sailing
    Expedition

    In which Kurt, Klein, Udganu, Ovid, Addam, and Sanford depart for Olliegne with a ship full of new friends. As they sail, a veritable cornucopia of marine life begins boarding the ship - some more dangerous than others. After fighting off the most aggressive of these unwanted passengers, the party spots a Commonwealth patrol vessel in the distance. A summoned fog cloud fails to fully hide the ship, and the patrol vessel moves to board. Sanford tries his hand at diplomacy, while Klein attempts commerce. The party's attempts at subterfuge ultimately fail, and the patrol captain discovers their smuggled goods. Kurt draws a knife...