Chris's Campaign Recaps in The Magitech Chronicles | World Anvil

Chris's Campaign Recaps

Experience totals   Edrin (Jon): 42/42   Reaper (Paul): 34 / 55   Kaya (Michael): 26 / 54   Daito (Trevor): 20 / 60   Zoe (Diana): 21 / 62     Known NPCs   Greenscale the larcenist   Xiv the necromancer   Tuat the Great Spirit Wyrm   Arabius the fabulous paladin       Session 1 Recap   Last session Daito and Edrin met a contact named Greenscale in the Mongolian Horde BBQ, a local cage fighting and gambling den with excellent food. Greenscale hired them to break into a government excavation, where they were experimenting with an ancient necrotech starship. Possibly the one that brought their people to this world.   Daito piloted his freighter to the site, where the pair quickly disabled the turrets, then the guards inside. After moving the freighter (name) inside the necrotech ship they advanced inside. The pair were ambushed by the remaining guards, who subdued them with stun grenades, but not before Edrin killed one and badly wounded the other three.   Daito and Edrin awoke to find themselves in a room marked 'cattle' in ancient draconic, alongside many cryo-pods. Several were damaged during the fighting, and their occupants began to emerge. The first was Xiv, an exuberant young necromancer with an animated corpse companion. She's beautiful, charismatic, and utterly terrifying.   Kaya emerged next. She is a life mage who'd been captured and consigned for soul harvesting alongside everyone else in the room.   Finally the final pod opened with a Reaper inside. Reaper is an assassin trained from birth to follow the orders of necromancers. Xiv ordered him to help the party, and he's agreed...so far.   Reaper led them on a path through the first level of the ship, and when they reached the second level they located an armory where they discovered a large cache of necrotech. Reaper took the soularmor and a spirit lens, and Kaya picked up a soulpistol and spirit lens.   The session ended when you felt the ship beginning to take off.             Session 2 Recap   The session began with the party leaving the armory, and entering level 3, where the bridge is. You were attacked by a monstrosity called a Bone Thief. Its body was comprised of thousands of unliving insects, around a frame of bones from creatures they'd devoured.   The party worked together to subdue the creature, and Kaya tended to everyone's wounds with her life magic. The ship continued to assault you, the grip on your heart tightening as your soul was slowly siphoned.   Reaper scouted ahead of the party, and received a missive from the necromancer, who ordered him to slay the rest of the party. Reaper refused, and returned to the group to tell them what happened.   The group headed to the bridge, where they used Daito's codes to open the door. On the other side lay four wights, and the necromancer. He sat in a strange contraption called a Soulmatrix.   Reaper jiggity-jacked him from extreme range, and the rest of the party fanned out to deal with the wights. They swarmed around Kaya, and Daito, but the party responded swiftly and killed three of the four. The fourth snacked on Daito's face, and he very nearly died, to rise as a wight himself.   At the last moment the necromancer ordered the wight to halt. He asked for a truce. Reaper executed him, and the party dealt with the last wight. You were now in control of the Devourer. On a blinking console you spotted a fleet of five ships approaching this system, sent by a message from this ship.   The ship shook, and the party realized that you were under attack from your own planet's military. The Government wanted their project back. Your options were flee on Daito's freighter, or take the ship into the spirit realm.   You opened a tear and fled into the spirit realm. The Razor Belt appeared to have aged for millions of years, and much of it has stopped functioning. Debris from countless ships litters the field, and you could feel the weight of death as you passed through.   As you exited the far side of the Razor Belt you were assaulted by an Elder Spirit Wyrm. Daito suggested talking to it, and the party agreed to turn over the Devourer. You hastily dumped the data core, grabbed what loot you could, and fled to Daito's ship.   The session ended with you passing through a tear back into reality, and watching as the dragon consumed the ship, which had been your goal all along.   Now you have to figure out what to do. You're trapped outside the Razor Belt. You can't communicate with or reach your planet. What do you want to do now?       Session #3 Recap   Daito suggested the party reach out to the dragon, who gave its name as Tuat. Daito warned the Wyrm that the unseen fleet you learned about during the last session was on the way, and the dragon was grateful for the information.   He told the party about a confederate beacon on the other side of a magnetic eddy where they could connect to something called Quantum to summon more of their kind.   Before the party could investigate they picked up the approaching necromancer ships. A fighter burst from one of the cruiser's, and zipped toward the magnetic eddy.   Daito leapt into action, and guided you into the eddy, while Reaper took the gauss cannon, and Kaya took the engineering console. Her abilities made navigating the eddy a trivial matter, and identified a key weakness in the enemy fighters.   The endangered fighter turned out to be flown by Zoe, with the paladin Arabius flying co-pilot. Arabius quickly established himself on the party good side when he called Daito's ship garbage, and insulted the party's general fashion.   Together the party overcame a trio of reaper fighters, destroying two, though the ace pilot escaped with almost no damage to his vessel. They boarded the Karalynn's Wrath, which Arabius re-christened the Karalynn's Wraith because Zoe kept mispronouncing it.   Once board Arabius continued to denigrate the party...so Reaper took a swing at him. The two got into a slap fight, which everybody lost, but Xiv was grateful to Reaper for riding to her honor.   Arabius offered the party quarters, and invited them to dinner. They entered the Umbral Depths and set a 3 day course to Sanctuary. The party can use that time to train, study, sleep, or anything else they'd like.   Sanctuary Station has a massive forge with a huge catalogue of schematics. Arabius believes he can get them 100k credits each for the Devour's core dump, which is a big chunk. Note that the party will of course be able to keep a copy.   The next session will begin with the dinner where Arabius plans to divulge details of the sale.       Session #4 Recap   Last session began in the umbral depths. The party enjoyed dinner with Arabius in his quarters, where he confirmed that they would all be paid for the sale of the data core, and explained that they'd have time to shop at Sanctuary Station before returning to Zoe's homeworld.   Arabius took a liking to Kaya, and agreed to pay her an additional sum of credits if she'd perform medical services fo the crew. Kaya agreed, and spent much of the trip tending to the crew's various medical needs, and the rest experimenting with the unliving bugs she took from the bone thief.   The party arrived at Sanctuary Station, where Arabius turned them loose to shop. The party set off to spend their newly acquired wealth, but within minutes a fleet of necromancer ships came out of the storm and surrounded the station. It's important to note that you can rush a custom purchase by paying 20% more. Or you can wait the 3-5 hour window to have it printed.   The necromancers easily have enough power to destroy the station, though they've made no threatening moves. You guys can reach the Wraith, or evacuate on Daito's ship the dragon. Or you can stay and keep shopping. Some people are.       Session #5   Last session began aboard Sanctuary Station where you had just seen a fleet of necromancer capital ships emerge from the Sanctuary Storm, and begin to surround the station you were aboard.   Daito was caught unaware as he found a gambling establishment where he could bet on drake fighting. Everyone else caught up in the promenade where you discussed a solution. Your first order of business was comm-ing Daito, who quickly joined you.   The station administrator, a greasy guy named Bokken, came over the comm and explained that the unseen fleets are here for the data core you guys have in your possession. Daito called Bokken to offer information, but was sent to voicemail, and left a message.   Zoe offered to cause a general panic, which would cause all the dozens of captains to flee the station at once. That might give you cover to get away, and you decided to risk it. Daito spent the luck he'd earned gambling, and flew like a god, evaded the necromancers, and safely hid out in the storm.   In the end you had nowhere to go, but plenty of time to watch the station, and to study the storm. Those with a spirit lens saw a powerful spirit catalyst at the heart of the storm, and an arcana check revealed that there must be a water Catalyst as well. There's also a breathable atmosphere in space, which seems like it might be more at home with an air Catalyst.   In the end you brokered a deal with Bokken, who called Daito back. You traded the core to the necromancer, a guy named Siwit, who demanded a trial by combat. If you won, you got to journey to a Catalyst. If you lost you'd serve him for a year and a day. You won! Handily. You kicked his monkey-butt.   During the process you learning about a process called bidding where commanders choose to use only a portion of their forces, and try to make the combat close to fair. You also learned that the necromancers seem more civil and honorable than those from Reaper and Xiv's time.   That brings us to the present. Combat has just ended. You've won a trip to a Catalyst.       Session #6 Recap   The session began in the aftermath of the ritual combat with the necromancer Siwit. He offered to fly you into the storm with his vessel, but after a disquieting tour Daito spoke up and said he'd prefer to fly his own ship. Siwit wore his skepticism of Daito's piloting openly, and chafed at leaving his unliving crew behind, but agreed to board The Dragon.   Because you saved the station from the necromancers the local merchants pooled their resources and donated an old spelldrive to Daito when they heard he was looking for a conversion. An engineer offered to step up and install it for free, which required the crew to stay on the station for two more days before heading out into the storm.   Everyone went shopping, and by the time you boarded The Dragon and headed into the storm you were as well prepared as you could make yourselves. You knew you'd be going to a spirit catalyst, and possibly a water, but little else about what to expect in the storm. Siwit kept silent until after you entered the storm, which proved more treacherous than expected.   If not for Kaya's modifications to the shields, Zoe's navigation, and Daito's piloting the ship would have been disabled or destroyed. Once you passed the first magnetic eddy you were hailed by an undead hatchling named Soulforger Koz. He didn't like Siwit, and seemed deeply annoyed that he'd agreed to let you go to the Catalyst.   You made the next leg of the trip, and just barely survived the second eddy. In the process you earned Siwit's genuine respect. You've bested him in combat, and proven to be a first rate crew. You reached Sanctuary, which is an utterly massive station protected by hyper-advanced wards. The station was created by the god Hotep, and his companion Ptah.   Apparently it served as sanctuary for all who came, until Virkonna murdered Hotep. Her blade is still impaling his chest, which those of you with magic realized is probably to keep him from resurrecting. It's the only reason to leave something that power behind. Siwit relates the tale, but doesn't know why Virkonna killed him. It happened long before the fall of the dragonflights, and made this an ideal place for them to hide, primarily because of the spirit Catalyst.   Siwit instructed you to make a case to the council, on an open channel. Daito proclaimed your right to be there, and your deeds as a crew, and the necromancers honored it, and granted you permission to approach. Your destination is the air Catalyst, the Blade of Virkonna.         Session #7 Recap     Daito's expert piloting, Zoe's navigational data, and Kaya's engineering mastery allowed you to easily overcome the toughest storm in existence, and you crossed through an area that obliterates ships without taking a single point of hull damage, without spending luck to do it.   After you passed the third magnetic eddy you entered the eye of the storm, which was still dangerous, but much less so. The Djinn spotted you immediately, and a bolt from the Catalyst struck the ship and cut power for several seconds. When it returned you learned there were intruders below decks. You battled a pair of Djinn War Mages, A Djinn Paladin, a Djinn Air Mage, and three electric ass eels. It was painful, literally, but you bested them and Kaya even captured the last eel.   You set down on the pommel of the Blade of Virkonna, and the party spent the next several hours crawling down the hilt of the sector's largest sword. You were buffeted by hurricane winds, and only your combined teamwork allowed you to survive the climb.   Lightning bolts streaked out at the party, and everyone took at least one as you made your final approaching to the gargantuan sky diamond set in the crossguard. You survived, and all reached the Catalyst where you experienced a vision of Virkonna killing Hotep, and leaving her sword to ensure the dead god would never rise.   You've now emerged from the storm, and find a group of angry Djinn waiting.       Session #8 Recap     The party engaged the Djinn waiting outside the Blade of Virkonna, and during the fight Kaya cast a mindwipe on Anzu, the only True Bred Djinn in the group you were fighting. Anzu joined your side, and then Reaper started one-shotting Djinn with his god slaying rifle of death dealing.   You quickly won the day, and then climbed your way back up the Blade of Virkonna to Daito's ship, where you are enjoying a good night's rest before starting for the water Catalyst, the Mind of Hotep.   It was a short session.       Session #9-10 Recap   The party headed to the water Catalyst, which proved quite a bit more difficult to reach than the air. Because of the fury of the storm you had to set down, and make the trek to the Mind of Hotep on foot. You quickly ran afoul of Ursine warriors, and met the Marid shaman Saho, who agreed to conduct you to the Catalyst once she ascertained your intentions.   Unfortunately, the Ursine hate unliving and necromancers and nearly killed Xiv, who fled back to the ship where Siwit stayed behind as well. The party followed Saho through a magical construct called a water gate, which carried you inside the Mouth of Hotep.   You stayed the night and had a wonderful party, and awoke refreshed, and with full bellies and packs. Kaya went so far as to fill an entire void pocket with primal water, which the Marid found hilarious as it is an infinite resource to them.   Saho conducted you to the Mind of Hotep, where each of you gained in strength. She bid you well, and you took a water gate to the Death of Hotep in the hopes of gaining magic. You were attacked by a horde of unliving, but managed to fight them off.   Your newest member, the Djinn Anzu, used an illusion to cloak your presence. Good thing too, as you spotted the Devourer of Hope in the distance, a potent lich and the guardian of this Catalyst.   You haven't technically approached yet, but know that in order to gain the magic you must stay within the ectoplasm for 3 rounds, which requires an athletics check. That's where we left it.

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