Caelorum

Session 3
Wherein we learn the surface sucks

A new face is seen at the Lost Cove, and we met Zephiel the Drifter, a supposed captain for the White Sailed Guild the Reclaimers. His ship was attacked by angels, and supposedly had Orichalcum in tow to deliver to the Lost Cove, to help ease their transition into rebelhood and form alliances. Instead, we just got extra weight to haul to the Rock.

We left for the Rock, and were introduced to two giant birds of prey. Zephial let us know they were at the beck and call of the Bank – set out to claim those who haven’t made a payment. We explored the island, sold our wine, and decided it was time to pay what was owed.

There was a problem at the Inter Island Bank of Rebels- when Joseph was captured, the tracking spell tied to his blood showed him as running off – cancelling the contract and making the Boat belong to the Bank. We met the CEO of Goblinkind – Gozballa, and worked out a deal with her when we revealed we were willing smugglers between the realms. Debt paid, boat gots.

There was a chunk of Orichalcum just sitting on the ground, so we headed for the Grove and spoke to the Seeker there, a bearded dwarf lass known as Brawk. She rented us the equipment needed to head o the surface, where we were attacked by dinosaurs.

Fleeing a T-Rex, we discovered the rubble of the ship being actively attacked on two fronts – lesser scavenger angels fighting kobolds for the chest! We fought and fought and fought and grabbed the chest! Then we ran and ran and ran!

Orichalcum, just as Zephiel promised! An extra 12 days gave us some breathing room to plan our next move.

View
Session 2
Wherein we become wine merhcants

Repairs begin on Guiseppe’s ship, The Lichen. During that time, Kaylessa, being in possession of the Revered Kazoo, calls a town meeting to elect an acting mayor as well as a new High Cleric. Leemore Goodman, Ridley, Marion Burgress, and Ezekiel Dal’adriel were nominated for the position of mayor. Ridley won with the majority vote, to many folks surprise. Those nominated for High Cleric were Kaylessa, Orian, Jamie el Tour Guide, Tuck the Rock Gnome, and Warren. Kaylessa refused the position stating that she was not ready. Jamie el Tour Guide was voted into the position.

It takes 5 days to repair The Lichen. Soon after the party departs, intending to sail East to Findley’s Secret in search of bounties to provide some coin. Malycia botches her navigation check, sending them off course. In the distance to the East Kaylessa spots a ship belonging to The Angels. Far behind us is a ship flying a black flag.

The Lichen ports at the Royal Principality of Her Majesty Bernadette VI, a bit off course. They meet bullywug slaves at the docks, who after a bit of brief conversation call out for a boss at the party’s request. Baron Lefluer stumbles out to greet them, and recognizes Cero. The two bring up the troubles Lost Cove has faced – skirting the issue of becoming rebels – and the Baron decides to help them out, selling barrels of wine at cost. His merchant ship was sank by the Ravagers around the time they hit the Lost Cove. Yecti works out a deal to run for them, and they head off to Findley’s Secret.

BUT ARE ATTACKED BY FLYING REEF SHARKS! They win, and claim a shark prize.

At Findley’s Reef, they trade the wine, and pick up some bounty details. Seen, a good friend of Guiseppe, buys the shark and wine, explains about the Ravager problem, and leads them to a good place to pick up bounties. The party hides a notice asking for information on the Lost Cove, and picks up a few bounty jobs. They learn the temples here are great tourist traps, and the area gets heavy traffic from bounty hunters and zealots.

They return to the RPHMBVI, to exchange information with the Baron for gold. But not before FIGHTING OFF A CLOUD OF STIRGE and Kaylessa getting bit HARD. They make a deal to speak to the Queen, offering themselves as a merchant service, since their last runner got blowed up. They get cleaned up, and are prompted to treat the Queen with utmost respect.

They manage to do so, and are blown away by the large, lively queen. She asks that they swear fealty, to her, and their island to be used as a merchant port and fly her flag. She gives the party a $6,000 loan – with the expectation it is paid back by splitting 50% of wine profits. They leave the island a bit winded by the bad deal, but full to the brim with casks of wine to sell – this may work out well, after all.

Party Plans: Return to the IIBankOR at The Rock, pay back their Orichalcum loan, pick up the island’s ship, outfit it for merchant ventures, and sell as many casks of wine as they can.

View
Session 1
Wherein we learn we are fucked

A week ago, the Lost Cove was struck by the Ravagers. In exchange for safety, Governor Joseph Morales gave up our nearly mint Orichalcum. The island scrambled for coins to buy a new peace. Without the Stone, the Lost Cove would sink in the matter of a week.

After summoning the Angels, Joseph tried to barter with them, but their price stood at 5000 gold – roughly 20x what we could gather. The angels do not barter, and left with a warning that we would buy from them, fall, or be marked as rebels. Alternatively, we could pay the price of 20 bodies that have fallen to Greyscale.

Joseph called a town meeting, where after much debate, the town decided the only true path would be to turn to the mercy of the rebels. Joseph, Beatrix, Barond, Jassincto, and Helga would board the island’s only ship, on a course to find a loan with the Goblins. He placed Kaylessa in charge, under a martial law. Before departing, High Cleric Beatrix informed Kaylessa that the blessings would fall while there is no Orichalcum in the altar.

Knowing they may have to rapidly depart, and hoping the promised merchant ships would arrive in time should the need arise, the townsfolk immediately set to drinking – with Yecti proclaiming half priced drinks at the Blue Skies.

Kaylessa refused such merriment under crisis, and alone set off for the Temple to pray for guidance. Upon arrival, she was shocked to discover the doors – typically sealed by blessings, had been pried open by small clawed hands. She fled back for help, and gathered volunteers to eradicate whatever clawed it’s way into the temple.

After getting the support of Malycia, Yecti, a drunk Cero and newly transformed Boris she fled for the temple. Seeking excitement, Ridley sprinted ahead first – only to run into a pair of screaming boars. Something had scared the beasts, and they appear to have fled from the temple, squealing with bloody flanks.

The others arrived to assist – butchering one and tying up another – before scouting ahead with Bastet – Malycia’s saber toothed kittybat. He sensed the stinking presence of kobold. The group pried open the doors, and discovered the Cleansing room in a sad state of affairs, art smeared with offal and pigs blood.

The stairs down had been maliciously coated with blood and rendered fat, creating a slippery trap that knocked Malycia and Ridley down into the waiting hands of kobold, distracting them from destroying everything they could find in the Maintenance room. After a rough fight, the party snagged one for interrogation.

The stinking kobold survivor begged release, promising many great things he couldn’t possibly be able to supply. He informed Jibjub the warrior would destroy them – he is taking down the altar so that everyone on the island would die, at behest of his dragon masters. Perterbed, the party picked up the pace, and cut the kobold’s throat.

Down a trapped ladder, they discovered rust monsters have broken through the trail separating the different levels of the temple. Rather then fight off the docile beasts, they lured them away with Bastet holding bags of the kobold’s discarded weaponry.

Clever planning had the group clear the next room of kobolds in one shot, turning the beast’s flaming barricade against them. In the altar room, they faced down Jibjub, and his mighty dragon – a baby salamander – though the battle was rough, and half the party were knocked, poisoned, and paralyzed out of the fight. It was worth it though – they were able to leave with a nice sack of rubies and some new magical equipment.

Kaylessa spoke with God while cleaning the altar, and learned that the kobold’s assault lowered their timeline before descending into the Mists. The town had a panicked day to pack and await the merchant ships. Cero and Yecti formed a plan to take such a ship for themselves.

The next day, floating slowly and wobbling on the horizon, a Mycanoid Merchant ship, flying rebel flags arrives. It is worse for the wear from battle, and has a very small crew – only three mushroom men on a ship that takes at least a dozen to properly man. They ask assistance and water, informing that they were hired by Joseph to escort them back swiftly – the island’s ship being held for collateral for the loan obtained from the goblins. They take a box off the ship – instantly identifiable as a casket. Guiseppe, the captain, explains they were attacked by slavers of the shackled hand, and Beatrix fought to make sure the stone came back to the Lost Cove. Joseph, Barond, Helga, and Jassincto were taken slaves, as well as a dozen of his men. She hid the Orichalcum on her person – he slits open her stomach and withdraws the stone.

With only 14 days to float on the used rock, God informs them this stone will mark them as rebels, and they will need to promote a new High Cleric. The blessings reactivate and a new town hall meeting is called to determine where they should go from here.

View
The Lost Cove
About Our Island

The Lost Cove
lonely_cove.jpg

Floating toward the edge of the United Kingdoms of Caelorum is a lost island, dominated by it’s crescent mountain. On the smaller side at about a kilometer in diameter, it floats rather isolated from other islands in the mists. At the center sits a smaller lake, surrounded by hostile sands and only a small area for subsistence farming.

The Lost Cove is populated by castaways, rebels, and drifters looking for a new life, nestled within the relative safety of the borders of Caelorum and the freedom of being at it’s edge. Known for attracting such people, the residents are quick to adopt new members into their family.

Because of it’s harsher environment, and unskilled workforce, our island has relied upon the terribly unstaining method of mining away at it’s own guts, and selling the precious metals to remain afloat. This is the major source of conflict in the town, and finding a new way to gather money for Orichalcum is the matter of constant debate.

The citizens do enjoy a true democracy – it’s population (Roughly 246) is small enough that volunteer town hall meetings can handle most of the day to day. It’s governor – Joseph Morales – mainly leads meetings, and refrains from voting himself. He developed a system of conflict resolution he calls “Bologna Democracy” that helps the rough edged citizenry keep calm and that everyone gets their say.

While not many of the residents are extremely faithful, a conservative devotion to God – and the belief by the Miners that God wouldn’t let the metals run out – is the dominant religion. Beatrix, the head cleric, helps make sure the island stays afloat, and has cautiously accepted an impressive 4 apprentices.

Features and Locations:
The Temple of God
Recently broken in to, this is where the complicated equipment that generates the blessings is stored, as well as a great deal of healing equipment and tools. Deep into the center of the island is the path to the the Altar.

Mount Olly

The Blue Skies
The Inn and Restraunt where Yecti works with Golm Bimbender. It’s owned by Ezekiel Dal’adriel. Miners frequent this estabolishment often, to Yecti’s dismay. Malycia lives in a rented room above all the commotion.

Town Hall
With the buzz of the official Kazoo, the residents of the Lost Cove meet here to debate, flash numbers, and grab new ones.

Cero’s Forest
A small gathering of trees, where Cero can maybe find three minutes of peace and quiet to sleep away his hangovers.


Session 1 Update:
Due to being unable to afford the Angel’s Orichalcum Prices after a raid from the Ravagers, The citizens of the Lost Cove had to seek it elsewhere. They are now flagged as Rebels. The island owes a debt to the Interisland Bank of Rebels of approximately 3000 Gold, the contract to which has been lost.

View
Character Creation
It's party time bitches

Come together, build characters and your party. Design your Island and be ready to create 3 NPCs as well.

View
Speed Force Initiative
How we do fights

Speed Factor Initiative

Another game, a new Initiative house rule. Speed Factor Initiative means you plan for your turn ahead of time, roll initiative, and go in battle based on how quick your action will be. Ideally, it means no waiting for people on their turn, and less predictable combat.

1. The DM sets the stage each round, and everyone quickly declares what action they will be using.

(DM: The Kobolds are preparing a charge! Their caster sits in the back, mumbling magic words to a spell. What are you doing?

Grunk: I’m going to run in and stab the caster.

Jim: I’m going to nuke the bugger’s with a Fireball

Barbie: I’m dropping my shield, using my longsword 2 handed, and I’ll slice up any kobold that approaches Jim.)

If, for some reason, when its your turn and you can’t do your preplanned action, you can dash, instead.

2. Everyone rolls initiative for the round, and modifies it by their Speed Factor.

(Creature size+speed of action+initiative mod)

Grunk (a medium elf, +0) stabs with his dagger (light weapon +2) with a 3 initiative. Rolls a 14, goes on a 19.

Jim the halfling (+2 size) prepares a fireball (-3 for lvl 3 spell) with an init of 1. Rolls a 6, gets a 6.

Barbie the Orc (medium +0) drops her shield (-2 for swap) charges a bonus Smite spell (-2 for second level spell) and readies it to swing her longsword (-2 heavy weapon) with a 0 initiative. You only take the lowest penalty for actions so she only takes a -2, rolls a 16 and goes on 14.

Barbie’s readied action can’t go off until her turn.

3. DM starts the count. When your number is called, jump in and do your planned action. After your turn is resolved, resume the count. IF YOU MISS THE COUNT MISS YOUR TURN.

(DM: OK! Here goes! 25, 24, 23, 22, 21, 20, 19

Grunk: I weave through the kobolds and stab the caster! 17 to hit, 10 damage! Sneak attack wuut! 18 17 16 15

DM: the kobold completes her spell, lobbing an acid arrow at Barbie! 19 to AC?

Barbie: Ooh that hits!

DM: Remember you haven’t dropped your shield yet?

Barbie: Thats right! I am safe!

DM: 14…

Barbie: OK I drop my shield, hold on to my sword with both hands, and ready myself to protect Jim. Oh yeah, my smite spell is flowin’.

DM: Continue the Count?

Barbie: 13, 12, 11

DM: Three Kobolds rush toward Jim.

Barbie: Not before KaSmite! 19 to hit, 14 damage!

DM: you cleave through two of them, the last wriggling free and stabbing Jim. 16 to hit, 5 damage.

Jim: Oh Snot!

DM: 10, 9, 8, 7, 6

Jim: Boom Time! …wait, only a few left, and one’s right on top of me? I’m going to disengage and dash away to safety.

DM: That’s everyone? OK. The kobolds look nervous, that first volley did not go well for then and they look ready to flee. What do you do?

4. Rinse and Repeat.

TABLES
SIZE
Tiny +5
Small +2
Medium 0
Large -2
Huge -5
Gargantuan -8

Your Size is unlikely to change, so just add this bonus to your Initiative Modifier

ACTION
Spell Casting -Spell Level
Melee Heavy or 2 handed -2
Melee Light or Finesse +2
Ranged, Loading -5
Swap Equipment -2
Retrieve Item -2
Retrieve stowed item -5
Very Slow Action -5
Slower action -2
Medium 0
Fast +2
Very Fast +5

You only ever take the SLOWEST modifier, even if you do multiple actions. You choose What to do, but don’t worry about movement, or your target, until it’s your turn. If you decide against the action come your turn, you can Dash instead.

Add those to your Initiative Modifier. If you are Surprised, Stunned, Prone, or Paralyzed, you get disadvantage on this roll. Main Page

View
Orichalcum
Body Of God

Main PageOrichalcum
Rare Gemstone
5d6x100 GP (variable market value)
“When aquiring Orichalcum, it randomly has 5d6 charges,
depending on how worn it is. Each charge can power an Altar for 1 day. A DC 15 Wisdom (Religeon) check by one trained to speak with God can reveal how long the Orichalcum will last. Once all of the charges are spent, Orichalcum becomes rapidly unstable, and must be ejected by an Altar. Failure to eject deals 20d10 radiant damage in a 200 foot radius. An altar can power an island for 2d4 days without Orichalcum. Orichalcum is a processed gemstone, that’s raw material is a mystery.”

View
Hoppers
Lifelines in a dangerous world

Hopper Main Page
Common Wonderous Item
50 GP
Spend 1 Action attuning the Hopper to an item. For 24 hours, or until you use or dismiss the Hopper, if you are moved swiftly from the hopper, (Like plummeting to your doom), you may make a dexterity saving throw with advantage. (DC 10) If successful, the hopper snaps you back to the attuned item. If unsuccessful, the hopper snaps uselessly. If the Hopper is dismissed, it is not used. If you move slowly away from the attuned item, it dismisses the Hopper. If not, the hopper is consumed on use.

Fool Proof Hopper
Uncommon Wonderous Item
200 GP
Same effect as a Hopper, but you do not need to roll a save.

Reusable Hopper
Rare Wonderous Item
2000 GP
Same Effect as a Fool Proof Hopper, but has 3 Charges. You must reattune the Reusable Hopper after every use. The Reusable Hopper gains 1 Charge a day. Roll a d20 after each use. On a 1, the hopper snaps.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.