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<blockquote data-quote="Imaculata" data-source="post: 6812982" data-attributes="member: 6801286"><p><strong>Closing up the portal</strong></p><p></p><p>The next session started with various npc's closing off the portal completely. It is not known how to close a portal to another reality in my setting. So people tend to do the next best thing: Stabilize the portal, and then build a large stone building around it. So now it is completely sealed away.</p><p></p><p><strong>The Obelisk</strong></p><p></p><p>Fortunately the players remembered that they wanted to check up on the obelisk in the mortal realm. But they weren't ready for the twist that I had in store for them. As it turns out, where once stood a proud statue of some saint, had now arisen an identical obelisk. It had obliterated the statue that once stood there, and the runes also glowed with power. The entire square was crowded with people, but mostly oarsmen. And captain Horfor Depthbreaker (whom they had helped retrieve his ship from that shipyard a while back, where they defeated Grimwick Bristlethorn) was now chanting how this was a sign, and that Captain William really was the lightbringer they all claimed him to be. The mysterious appearance of the obelisk had instantly turned this once humble square into some sort of holy site for Oarsmen. And it seemed that the runes also seemed to trigger some vague recognition of that ancient knowledge that they once knew. </p><p></p><p>As the players walked up to the Obelisk, it resonated once again. Captain William touched the obelisk again (but this time in Vertesaux), and it erupted with a beam of light. But the light did not go away. In fact, this powerful bright beam of light kept shining up into the sky, and it was highly likely that this now served as a beacon in the Eternal Depths as well. Immediately the players all agreed: <em>"We must find more of these beacons!"</em></p><p></p><p>This was one of the most epic moments of the campaign, because in an instant this player had literally become a bringer of light in a way that simply made sense for the plot. It just all fit. All the pieces of the puzzle fell into place, and I described the powerful feeling of religious euphoria that everyone could sense on that square at that moment. Even none-oarsmen citizens were drawn to the sight of all these kneeling dwarves, reveling in the light of the Obelisk. It was a great moment. And in a perfect moment of roleplaying, the player decided to walk up to every dwarf, and touch their shoulders with his hands and satisfy their religious desire to be blessed by the Lightbringer. Regardless whether his character actually believes he is the Lightbringer, this was THE moment where he rallied all these dwarves to his cause. They would now follow him to what ever end.</p><p></p><p><strong>Setting sail</strong></p><p></p><p>After all these plot developments I sped things along a bit. I gave the players the opportunity to quickly handle some stuff that would otherwise take up a lot of time. They then all set sail, along with a bunch of new npc's, and a fleet of ships. Currently they have:</p><p></p><p><strong>The Lady's Vengeance</strong>, their flagship. Captained by William Roberts (the players).</p><p><strong>The Jennifer's Grace</strong>, their old starting ship, now manned by Mad Captain Wiseman.</p><p><strong>The Stormhammer</strong>, captained by Captain Horfor Depthbreaker (Stoneoar dwarves).</p><p><strong>Avenna's T*ts</strong>, captained by Scurvy Scarlet. She is not yet allied to the players, but follows them on this journey to pursue her own goals.</p><p><strong>Astonishment, Wonder and Oddity</strong>, Captained by the traveling circus, Leopardo Pardini, Hugo Falasco and Madame Ora. They kind of talked Leopardo into joining them. He couldn't really say no with such a huge army of pious dwarves behind them.</p><p></p><p><strong>The Great Whamboozy</strong></p><p></p><p>On their way to Abyscus, which is home to the Kooghans, they have a random encounter with a wizard called The Great Whamboozy. They had briefly met this bumbling wizard before at Witchclaw, but now they find out where he lives. But his abode is on none of the charts. At first they stumble upon a large stone monkey head, with a threatening voice warning them not to approach. A few fireballs are soon flung their way, but the players decide to approach the stone monkey head from behind. As expected, the head is unable to turn around, and it turns out to be a clear case of Wizard of Oz. They open fire at the large stone statue, until the wizard surrenders. Once the players have a chat with the crazy wizard, they leave him again in peace (after apologizing for shooting at his house, and stealing one of his books).</p><p></p><p><strong>Arrival at Abyscus</strong></p><p></p><p>The players finally arrive at their destination, the island of the Kooghans. Abyscus is a massive rocky island, with a large amount of jungle as well. The island is protected by a large steel gate, with two massive steel doors that provide access to a harbor covered by overhanging rock. Large metal bridges are lowered onto the decks of the ships, and the players are greeted by the elder of the Kooghan: <strong>Mwinji the Splendid</strong>. I'm told that the name Mwinji or Mwinjy refers to royalty of a person of importance in some African language, according to some website, so that fits his important position as elder. I often pay attention to the meaning of names when picking them for my npc's. Most importantly it has to sound like a cool suitable name that is easy to pronounce. But if it also has a cool meaning, that makes it an even better name. Especially many of the Kooghan names tend to have a meaning that fits the npc's personality or role.</p><p></p><p>Anyway. This is where we'll pick up the story next time.</p><p></p><p>Initially the players simply intended to visit Abyscus to do some quick shopping. The players want to buy a LOT of stuff here. As usual I provided them with a large list of custom weapons, as I do for all the race in my campaign. But now it seems there might also be some story stuff to do here, so I might just need to prepare a map of this island too, and do a lot of writing. They'll of course want to meet the other Kooghan captains, and I haven't thought of names for them all yet. There may be some plot lines and quests that I want to set up here, and they'll of course have some explaining to do regarding<strong> Urunthu Khan</strong> and <strong>Ryp </strong>(who are currently basically undead, because they are neither living nor dead).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6812982, member: 6801286"] [B]Closing up the portal[/B] The next session started with various npc's closing off the portal completely. It is not known how to close a portal to another reality in my setting. So people tend to do the next best thing: Stabilize the portal, and then build a large stone building around it. So now it is completely sealed away. [B]The Obelisk[/B] Fortunately the players remembered that they wanted to check up on the obelisk in the mortal realm. But they weren't ready for the twist that I had in store for them. As it turns out, where once stood a proud statue of some saint, had now arisen an identical obelisk. It had obliterated the statue that once stood there, and the runes also glowed with power. The entire square was crowded with people, but mostly oarsmen. And captain Horfor Depthbreaker (whom they had helped retrieve his ship from that shipyard a while back, where they defeated Grimwick Bristlethorn) was now chanting how this was a sign, and that Captain William really was the lightbringer they all claimed him to be. The mysterious appearance of the obelisk had instantly turned this once humble square into some sort of holy site for Oarsmen. And it seemed that the runes also seemed to trigger some vague recognition of that ancient knowledge that they once knew. As the players walked up to the Obelisk, it resonated once again. Captain William touched the obelisk again (but this time in Vertesaux), and it erupted with a beam of light. But the light did not go away. In fact, this powerful bright beam of light kept shining up into the sky, and it was highly likely that this now served as a beacon in the Eternal Depths as well. Immediately the players all agreed: [I]"We must find more of these beacons!"[/I] This was one of the most epic moments of the campaign, because in an instant this player had literally become a bringer of light in a way that simply made sense for the plot. It just all fit. All the pieces of the puzzle fell into place, and I described the powerful feeling of religious euphoria that everyone could sense on that square at that moment. Even none-oarsmen citizens were drawn to the sight of all these kneeling dwarves, reveling in the light of the Obelisk. It was a great moment. And in a perfect moment of roleplaying, the player decided to walk up to every dwarf, and touch their shoulders with his hands and satisfy their religious desire to be blessed by the Lightbringer. Regardless whether his character actually believes he is the Lightbringer, this was THE moment where he rallied all these dwarves to his cause. They would now follow him to what ever end. [B]Setting sail[/B] After all these plot developments I sped things along a bit. I gave the players the opportunity to quickly handle some stuff that would otherwise take up a lot of time. They then all set sail, along with a bunch of new npc's, and a fleet of ships. Currently they have: [B]The Lady's Vengeance[/B], their flagship. Captained by William Roberts (the players). [B]The Jennifer's Grace[/B], their old starting ship, now manned by Mad Captain Wiseman. [B]The Stormhammer[/B], captained by Captain Horfor Depthbreaker (Stoneoar dwarves). [B]Avenna's T*ts[/B], captained by Scurvy Scarlet. She is not yet allied to the players, but follows them on this journey to pursue her own goals. [B]Astonishment, Wonder and Oddity[/B], Captained by the traveling circus, Leopardo Pardini, Hugo Falasco and Madame Ora. They kind of talked Leopardo into joining them. He couldn't really say no with such a huge army of pious dwarves behind them. [B]The Great Whamboozy[/B] On their way to Abyscus, which is home to the Kooghans, they have a random encounter with a wizard called The Great Whamboozy. They had briefly met this bumbling wizard before at Witchclaw, but now they find out where he lives. But his abode is on none of the charts. At first they stumble upon a large stone monkey head, with a threatening voice warning them not to approach. A few fireballs are soon flung their way, but the players decide to approach the stone monkey head from behind. As expected, the head is unable to turn around, and it turns out to be a clear case of Wizard of Oz. They open fire at the large stone statue, until the wizard surrenders. Once the players have a chat with the crazy wizard, they leave him again in peace (after apologizing for shooting at his house, and stealing one of his books). [B]Arrival at Abyscus[/B] The players finally arrive at their destination, the island of the Kooghans. Abyscus is a massive rocky island, with a large amount of jungle as well. The island is protected by a large steel gate, with two massive steel doors that provide access to a harbor covered by overhanging rock. Large metal bridges are lowered onto the decks of the ships, and the players are greeted by the elder of the Kooghan: [B]Mwinji the Splendid[/B]. I'm told that the name Mwinji or Mwinjy refers to royalty of a person of importance in some African language, according to some website, so that fits his important position as elder. I often pay attention to the meaning of names when picking them for my npc's. Most importantly it has to sound like a cool suitable name that is easy to pronounce. But if it also has a cool meaning, that makes it an even better name. Especially many of the Kooghan names tend to have a meaning that fits the npc's personality or role. Anyway. This is where we'll pick up the story next time. Initially the players simply intended to visit Abyscus to do some quick shopping. The players want to buy a LOT of stuff here. As usual I provided them with a large list of custom weapons, as I do for all the race in my campaign. But now it seems there might also be some story stuff to do here, so I might just need to prepare a map of this island too, and do a lot of writing. They'll of course want to meet the other Kooghan captains, and I haven't thought of names for them all yet. There may be some plot lines and quests that I want to set up here, and they'll of course have some explaining to do regarding[B] Urunthu Khan[/B] and [B]Ryp [/B](who are currently basically undead, because they are neither living nor dead). [/QUOTE]
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